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Enough to bake one (1) Bread edition

► 1. WELCOME

We discuss modded Minceraft: mods, modpacks, projects, build ideas, etc.
If you're working on a mod or a pack, keep us updated for feedback!
Refer to the OP before asking about launchers.

All e-celeb illegal immigrants will be cordially redirected towards >>>/vg/mcg/.

► 2. NEWS

All 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 (pirate-friendly fork of PolyMC, Dead)
prismlauncher.org/
github.com/FreesmTeam/FreesmLauncher (pirate-friendly fork of Prism)
github.com/antunnitraj/Prism-Launcher-PolyMC-Offline-Bypass (M$ account bypass for Prism)

>Get mods
legacy.curseforge.com/minecraft/mc-mods
mcmodarchive.femtopedia.de
modrinth.com/mods

>Useful CurseForge search
superstormer.github.io/cf-search
greasyfork.org/en/scripts/464782-old-curseforge-please (script to automatically redirect to legacy CF)
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 (embed) (embed) (embed) (embed)

>Resources (mods, modpacks, and guides)
pastebin.com/c8QNj7Q4 (embed) (embed) (embed) (embed)

>Alive /mmcg/ servers (Do you have a server up? Add it to the OP! Having trouble joining in? Check out the Resources pastebin!):
PathServ (ToxicJungleSerb, Fabric 1.20.1): 185.206.148.172:25573
Evilcat (Sky of Grind, Forge, 1.20.1): evilcats.qzz.io

Prev: >>560013061
>>
reminder to actually make a thread once this reaches the end
>>
why is it so dead on a sunday afternoon
>>
>>561172975
Too busy playing to post.
>>
island serb with litle maid
>>
>>561179628
DO NOT the maids!
>>
>>561181392
I'm gonna DO the maids and there's nothing you can do to stop me
>>
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>>561181493
We have ways of dealing with people like you.
>>
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i think i need a new area for all my steam machines but im running out of space and i dont wanna move again
>>
>>561183241
so stay where you are and dig out a little more space nearby
i am currently eating into a mountain for my lv line
>>
>>561183241
is terrafirmagreg any good
>>
>>561183578
I might do that, slap down a steel support beam and dig as big a room as it will let me
>>561187320
its my first tfc pack and i didnt like it at first but its grown a bit on me even if it has some annoying parts, mainly the food system stresses me out because i fucking hate timed elements in games, but other than that im really enjoying it now that ive got a few steam and create machines up and running
although i wish i could streamline the anvil minigame more because i dont really enjoy it
>>
Cockwork Jiz-X centered serb that may or may not have islands somewhere.
Cum join us.

http://hoborific.com/bouf/ziz_fizziks.zip
hoborific.com:25576
>>
Is there a way to bind an ars nouveau spell directly to the hotbar instead of having to quick select via the wheel?
>>
>>561191092
don't most magic mods have a keybind for that?
>>
>>561191206
Yeah it's got quick cast binds but I woulda preferred them to be on the hotbar I guess
>>
>>561191206
>>561191294
Oh also the quickbinds seems broken, I set it to alt+num and it ignores the modifier, casts the spell and then swaps to the hotbar item on the number lmao
>>
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>>561183578
>>561187646
surely this will be good enough to last me a day or two... once I change the walls and stuff to be actual blocks instead of dirt and gravel
>>
>>561193371
I had that FPS counter in the top left and it disappeared on me
Any idea how to get it back?
>>
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>>561193551
its in the video settings underneath max framerate i think, at least for me
>>
>>561193694
Yeah mine's on there
I wonder if Spiffyhud removed it from me
>>
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well i like how the dolomite bricks look on the floor but the basalt ones are ugly but im too lazy to replace them with something else, and i have no idea what to do for the ceiling
>>
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Man I wish these blueprint layouts had a grid or a measurement
>>
>>561198660
tf are you doing broski
>>
>>561199471
Building the village next to my house using vanilla buildings so I can set up schematics to make them faster
I like having them nearby, makes the world feel nice
>>
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well that went from bad to a million times worse but im going to bed now
>>
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>>561199832
+img
>>
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>>561200253
You know what
I like it, for being vanilla inspired

I hate that I'm trying to terraform a mountain and stop everything falling into the village or onto their own crops, but it's fun

I will now go back to making PCBs like the modpack wants me to
>>
I asking again: is there a mod that stop player from breaking any type of block without changing their hardness
>>
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>>561211009
yes
>>
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>everything is running on Integrated dynamics
>finally got the ability to make AE2 Items
>now have to consider reworking everything to work properly
>have forgotten how to make AE2 work nicely
I guess I get to rediscover the joy of making subnets and shit
I can't even make the autocrafting stuff yet
>>
>join nuclear tech server
>nobody else online
>walk into building near spawn
>try to open chest
>doesn't open
>must be the auth system mentioned in the questbook
>30 seconds later the chest gui opens
>it was just horrendous lag
>also an obnoxious duck appears next to me
>walk over to strange mobs surrounding a mound
>they seem peaceful
>start walking away
>get retroactively hit like 20 times
Yeah I think cheap /mmcg/ servers just aren't for me.
>>
>>561214803
1.7.10 already left a lot to be desired in terms of stability, making the serb dirt cheap on top is just asking for trouble
>>
>>561214803
>me, who gets all that in singleplayer every now and then
God I wish I fucking upgraded a year ago
>>
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the amount of infrastructure you have to set up in IV makes gtnh feel like a full time job
>>
>>561215013
>>561215338
If there are client side stability mods that might fix things I'm willing to give it another shot, but I do live in the antipodes so getting a usable ping might be impossible regardless.

Nuversions are actually unreasonably good for performance once you add the right mods. The Aether 2 beta pack I made was getting me over 1000fps on neoforge, and no crashes aside from Distant Horizons memory leaking. I was very surprised.
>>
>>561211009
Adventure Mode
>>
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Currently having an issue on my toymy where crafting (in the inventory and at stations) has an invisible result item. You can still click on the empty square to get what you're crafting, but it appears empty. Anyone know what might be causing this?
>>
>go through ars portal
>crash sometimes
GUH
>>
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Either the fluid data on this custom fluid for this modpack is fucking TINY or I don't remember how much fluid a 1k storage cell actually holds
>>
>>561215712
yeah, just looking at the cost of the assembly line (including the 15 casings) gives me anxiety.
I still have to do most of platline and monazite line too, but at least those are mostly "sit down and do it". The only problem they bring is more power.
>>
>>561217612
fluid cells have always been shit, it's much better to attach a tinker's tank to the nework than dealing with them
>>
>>561217615
platline is FUN
scaling up power is also fun until you have to do it the second time within a tier
>>
>>561219298
Actually yeah that'd probably look cooler too honestly
>>
>>561216162
Solved this, it was because of FastWorkbench.
>>
when i play it its mindcraft because its cerebral
>>
>>561215716
new zealand to central europe is 300ms, does mineman shit itself with that much or is there something actually fucked on my end?
the fact you joined just when a serverutilities backup started surely didn't help
>>
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Finally got one of the cooler-looking multiblocks even epstein stole the look for little st james island, the lapotronic supercapacitor. It stores way more than my crappy 16A EV battery buffer, and can output way more as well (although I haven't replaced my power spine, so it's just 16A in each direction for now).
With this, I can pretend power isn't a problem. We'll see how long I can go without redoing my cables though, and that's one of the least fun things in GT.
>>
>>561216015
Can't place block :(
>>
>>561187823
there are also missiles
>>
>>561187823
>>561238878
Sounds cool Anon! Does it crash much? Show us some screenies
>>
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No screenshots of islands?
Vast oceans? Ships? Sea monsters?
>>
how do you properly plan your layout for your base? I always end up putting things in a giant room
>>
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>>561239181
we have a volcano
>>
>>561247874
That's cool but giga ass with clockwork vehicles. Hope you also have some flat rolling plains.
>>
>>561246698
we're not allowed to have island serb
>>
I'm breaking my head trying to come up with a cool show-offy trasnformation feature to my airship.
Thing is I don't know how to make it so the rotors rotate the wings AND the thrusters behind them in such a way that doesn't fuck up the piping that feeds them fuel
>>
>>561251537
I just realisee this sounds like gibberish without proper image context mb
>>
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>>561251537
>>
>>561252663
Wait you mean adding small tanks just behind the thrusters and rotating both the tanks AND pipes along the rest of the thing so that they're always connected to where they need to be?
That sounds really clever actually I'll mess around with the idea when I can!
>>
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>>561253812
I'm glad you understand my genius.
look up slip ring connectors and rotary unions if you get the time, helps to look at the irl solutions for blockgame problems
>>
>>561254547
Noted and thank you!
The ship gets lift from foward thrust, but having the thrusters rotate downwards should be helpful for quickly going up without the need of a running start and even "hover" (even if it's more of a super slow a descend/ascend.)
Anyways I'll look into it, thanks again.
>>
>>561246698
What mod adds that little brick dome to the left? I can't remember the name of it, but I swear I've played with it in the past
>>
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>mod focused on adding new enemies includes an apple tree to justify the addition of a single new enemy that can only spawn from said apple tree
>the enemy is a reference to this shit: https://www.youtube.com/watch?v=VS_ddsKPQcA
>
Why are nuversion mods trying so hard to be like oldversion mods?
>>
Hey anons, made something in after effects
https://youtu.be/3zaHQrlv-5o
>>
>>561257383
Not that anon, but that might be Embers? Possibly. "Dwarven" tech mod. I could be quite wrong, given the gyarados in the screenshot.
>>
>>561247874
clockwork is cool but i prefer propulsion ngl
>>
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>loads of mods nowadays that bill themselves as "rpg inspired" or "adventure mods"
>none of them even try to recreate the mechanics of this or millenaire
>>
>>561254547
>>561252663
Okay finally home and could get to my testworld to see if I got the idea and wow
>the best solution is the easiest one
Now I feel silly I didn't just thunk of that sooner lol
>>
>>561229096
>new zealand to central europe is 300ms
It was kinda crusty back on Retro Magitek, but it was still relatively playable.
>the fact you joined just when a serverutilities backup started surely didn't help
Oh ok.
>>
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I've played at least 5 non toymy packs. None of them had custom icons show up in multimc/polly/prism/whatever it's called now. Is changing the icon specific to just this launcher family or did I pick out lazy modpack creators by luck?
>>
>>561272487
Speaking of Millenaire, there are ports to 1.20.1, 1.21.1 and 1.21.4 being worked on by fans. I believe one of the original creators is now working with them on compatibility in the mod's discord.
>>
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>yeah I play with structure mods, how could you tell?
>>561282541
That's really cool, I hope they don't get bogged down with trying to make it look and feel "modern", players can and will remake make the textures.
>>
>have to hollow out my massive Create doors because they've reached the limit of blocks they can move
Fuck
>>
>>561282986
Iirc the people working on the ports just want it on the newer versions. If anything, they're more concerned about the code and with the ported mod still functioning on each different version.
>>
>>561283260
In hindsight, probably should've done this sooner. The fact I reached the block limit after already doubling the amount that can be moved once to 4096 is probably a bad sign.
>>
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>>561281923
WoMM
>>
I cant play create without upping the fluid pipe pump block limit from 16 to 64 blocks in the server config
>>
>>561285058
Valid, 16 is too low
>>
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holy shit bros i'm high tech now stargate soon
>>
>>561285058
I just modify the windmill bearing to give 512 SU with a single sail
>>
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I'm feeling stupid because it's 9am
For AE2, I need to put a storage bus on each tank to be able to both push and pull from them right?

I know I need to put them on their own subnet to save channels by using a storage bus and interface to access them from the main network
>>
>>561285058
>I need to put a storage bus on each tank to be able to both push and pull from them right?
Yes, that's why the tinker's tank is better, because it can hold any amount of fluids unlike most modded tanks that hold only one type
>>
>>561290767
I know you meant that one for me
I thought about the tinker's tank but I kind of like having them separated this way despite it using a full 8 channels just so I can visualize things a bit easier
Later on if the pack ever needs me to store stupid amounts of liquid I'll consider a multi-tank
>>
>>561291287
>>561290623
Oh
I forgot the interface would also need a channel so on a basic cable I do only get 7 tanks
Eh that's fine, I won't put the water one in for the moment until I get used to things again
>>
Mercy bump
>>
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>recipe creates item with NBT data
>integrated dynamics can't accept NBT data in the recipe output so it never sees the matching item
PAIN
>>
>>561232440
there's a way to have blocks be placeable in adventure, not sure if it's a gamerule or NBT or whatever
the intended way is to make block X only placeable on existing block Y but there's surely a way to make it apply to all
>>
Was the definition of magic mod ever agreed upon? Personally, I think magic mods should only be those mods that add what are essentially guns but magic-themed, while mods that have magic-themed tech like Thaumcraft should be considered tech mods.
>>
>>561302734
Ars Nouveau is a magic mod
Forbidden & Arcanus is a magic mod
Use those as a baseline definition
>>
>>561302734
I always felt like Thaumcraft hit the middle rather than lean more into tech.
>>
>>561302984
Alright, and what does that make Electroblob's Wizardry or Iron's Spells and Spellbooks?
>>
>>561302734
magic mods are mods that are styled as magic
tech mods are mods that are styled as tech
fuck you retard
>>
>>561303170
what about rats
>>
>>561303380
rats are rats
>>
>>561303380
tech mod, rats are technology
>>
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eeewwwww
>>
>>561303169
Is this bait or what
Those are magic mods, they are primarily about the creation of and casting of magic spells

Something like Thaumcraft is heavily automation based in comparison
>>
>>561303780
But they're only about shooting zombies with spells, the spells do damage, move you around, or do damage and move you around.
>>
>>561303780
automating what anon
what are you automating
are you perhaps automating magic?
>>
>>561303965
So?
>>
I still miss Witchery.
>>
>>561304024
It's fundamentally a different mod than Ars Nouveau which involves building magic stations to automate things and has spells for doing things other than shooting zombies.
>>
>>561304216
Again
So?
>>
>>561304287
So, having it in the same category makes little sense. Nobody calls Flan's Gun Mod or MrCrayfish's Gun Mod tech mods because guns are a form of technology.
>>
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Does the variable store act as a passthrough or can I use it on two networks at the same time?
>>
>>561304540
And what makes you think tech and magic are completely symmetrical categories?
>>
>>561304184
it was a good mod
>>
>>561304543
it works as a cable just like the other blocks from the mod I'm 80% sure
>>
>>561304184
I never played it, but seeing walkthroughs of it and some minecraft youtubers playing it back in the day in old modpacks makes it look like fun.
>>
>>561304775
AGH okay
>>
>>561304648
Yeah this is the kicker. Tech mods are a type of gameplay, involving material progression and functional blocks that you're incentivised to build infrastructure for, if not automate. There's nothing to say that the definition of a magic mod has to be mutually exclusive with tech mods, it makes more sense if tech mods are wide enough to encompass Thaumcraft and AM2, while not excluding them from other categories that they don't share with IC2. A magic-like mod without a magic aesthetic (e.g. clockpunk Electroblob's wizardry) wouldn't necessarily be a "gun mod", I think the term "utility mod" could fit better. Then I guess you'd also want to split "tech mod" into aesthetic and gameplay categories, say "infrastructure mods" and "technological mods". And even those aren't mutually exclusive, you can have a technological magical mod like Psi or Equivalent Exchange. But my earlier definition of "utility mod" does imply not having any infrastructure, so those two are mutually exclusive.
>>
tech = automation
magic = not automation
>>
Everytime I open GTNH it's another absolute nigger craft in terms of bill of materials or aidsness towards getting some automation and I just contort my face in various ways and then do something stupid like research thaumcraft tobacco and close the game
>>
>>561306040
is Jei a magic mod then
>>
>>561306040
is NEI a tech mod then
>>
>>561307152
>compares utility mods to content mods
>>
My favourite magic mod is chisel
>>
>>561307152
>>561307220
yeah
>>
>>561305894
>A magic-like mod without a magic aesthetic
They actually are making mods like this now, these two were made completely independently of one another for the exact same modjam.
https://www.curseforge.com/minecraft/mc-mods/clanging-howl
https://www.curseforge.com/minecraft/mc-mods/clockwork
>>
Minecraft is a Videogame running on computers which are tech so all mods are tech mods
>>
just need that one calvin and hobbes comic edited with this whole magic and tech mod discussion.
>>
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>>561306040
>>
>>561307843
correct
>>
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How come nobody's made a mod that brings Aether-style tool tiers, where each tier has its own bonus effect, to the overworld? Closest would be stinker's and its modifiers.
>>
>>561307882
I think you're both wrong and stupid
>>
>>561307968
too bad because I'm right
>>
>>561308075
you're wrong
>>
>>561307603
it wouldnt really be funny since most people just genuinely look at modded mc like that
>>
>>561307603
which one
>>
Magic=Mods whose mechanics you don't know
Tech=Mods whose mechanics you do
Simple as, other opinions are wrong
>>
>>561308503
Corail Tombstone is the magic mod to end all magic mods.
>>
>>561307334
it's actually a tech mod since you can automate it
>>
>>561310815
you can automate everything in the game, no matter the mod
>>
>>561308503
Thaumcraft is a tech mod
GregTech is a magic mod
>>
Magic=mana
Tech=electricity
>>
>>561310931
Yup
>>
>>561310963
>cast lightning bolt
>suddenly it's a tech mod
>>
Every magic mod is a tech mod once you have to automate it for every bullshit recipe in your pack
>>
Bibliocraft is a magic mod
>>
>>561310963
Thaumcraft is a tech mod
Botania is a magic mod
>>
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Does ID work well with the schematicannon?
I know it doesn't like being used in contraptions, I got some really funny NULL NETWORK errors when I tried that, but I wonder if having the cannon place things can cause problems, because it places things "naturally" which is why leaves placed by the cannon are considered naturally generated rather than player placed
>>
>>561311713
its only a tech mod for the duration of the thunder strike, after that it reverts back to a magic mod
>>
Is there an easy way to identify ram hungry mods?
I got greedy while shopping and can't launch with the maximum allocation my computer wants. I assume that's what's fucking me at least.
>>
i just wanted to make mv circuits for a circuit assembler and better generators but now i need phenol for this shit
guess i have to make more lv generators after all
and a pyrolysis oven. nuisance.
>>
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Schematicannon looking a bit...chodey
>>
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update on all of the machines I've got hooked up to ae2
next is moving the cleanroom, then the remaining multiblocks, then setting up 50 mox nukes, and finally upgrading my ebfs to volcs and getting them connected
>>
Skyisleserb when
>>
>>561325812
I too am awaiting such a creation.
I will collaborate with other autists if necessary to make it happen.

Every now and then I look at existing modpacks on modpackindex.com to see if something fits my sky island dream and get depressed. Not as depressing as my own failed attempt I guess.
>>
>>561326471
Ecospherical Expansion using the Thermospherical preset
VS with Clockwork and Tournament
>>
>>561327195
>thermospherical
I was thinking more Skylands Over The Sea, but I can see where you're coming from. Packed and dense with a lot of verticality definitely encourages airship use for transportation, but not as much as proper floating islands with wide chasms between them.
>>
the only issue with vs serb is just that the idea of having to make the ship form scratch in survival instead of using the slick game-breaking-free design pre-made from days of blueprinting sounds tiring as fuck but also sorta thrilling so idk
>>
GTNH flopped and slopped
>>
>>561328851
The fun part of OSHA is when you get to add more rule to it anon
>>561328192
You need space and a bit of resources to build your first sky dock anyway
>>
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>>561328851
I've never played it in survival so I'm not sure what it would be like. Or Create, for that matter. Seems like how you build your craft really depends on what VS addon mods you have.

>>561330909
I was thinking of biome dependant big ore deposits that encourage flying to various islands to harvest them, making a distinction between the early and mid games. And even Thin Air to prevent the player going below sea level without crafting a gas mask and air tank, where a different set of resources can be obtained. Though you'd still want some way to get your shit back if you fell off an island, whether you die doing so or not. I like the idea of having grappling hooks and shitty jetpacks to manoevre around islands (crystalline deposits should be found on the underside of islands), though maybe you'd need something else to get back up to an island after falling. Maybe crafting a BoTW glider or steerable parachute from spider string or paper, and a solid rocket motor from gunpowder that you have to place on the ground and mount.
>>
>>561332094
Im prefer an endless void under my flaot to avoid creating 2 playerbase : those who still on the islands and those who choose to stay under the sea.
>>
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How can modded Minecraft even compete?
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>open HBM
>day ruined
>>
>>561334443
What do ponies and nuclear technology have in common?
>>
>>561334605
Wait until you find out about the pill
>>
>>561334605
a fallout crossover fanfiction, I believe
>>
>>561334605
both attract autists
>>
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>mfw commuting on not-island-but-cockwork serb
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>>561335476
cockwork serb fucking sucks
>>
>>561335593
You didn't work your cock hard enough. You didn't even find gommunism.
>>
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>spent 3 or 4 hours yesterday trying to expand base
>hated what I ended on
>wake up today
>spend an hour trying to improve
>end up scrapping everything and returning back to original base
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>magic mod lets you summon monsters
>you can't force those monsters to dig holes or cut down trees for you
This lame shit.
>>
Have waifu mods advanced yet?
>>
>>561340352
Lamest maguc ever
>>
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>>561334605
>>
>>561334443
Yellow horse gets mogged by pink horse every day if the week
>>
> yet another day of postponing playing GTNH
i'll play it tomorrow i guess
>>
>>561341048
Fapcraft kinda took the ball and ran with it
>>
Tech mods focus on automation, while magic mods focus on personal enhancement. It's simple.
>>
*equips modular powersuit*
>>
>>561354157
modular powersuits is a magic mod
>>561356259
fuck you for thinking of this before me
>>
Tech mods have a sci-fi/techy aesthetic and magic mods have a fantasy/magical aesthetic
I have no idea why you guys feel the need to pretend this is a complex thing
>>
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It's hard to see him through the reinforced glass (the easiest EV glass for me to make), but this little guy is a slow but infinite source of gallium and diamonds for me. He also gives a fuckton of coal, but I don't really have a use for that so it's going into a block cell with a void card.
>>
>>561362770
FREE HIM
>>
>>561362770
lil nigga is stuck in the 7th layer of hell
>>
>>561362770
manmade horrors
>>
>>561362770
This gave me a pack idea: Clowntech. Joke mods and crazy mods combined with tech mods and configured so you have to interact with the joke/crazy shit to progress the tech mods.
>>
>>561360289
psi (the best mod ever(vazkii sucks tho(he ignored me once when I was talking about something important(don't remember what it was)))) is peak magic mod but it has a scifi/tech aesthetic
>>
>>561369415
>programming
>magic
>>
>>561349283
don't do it, huge swathes of the pack suck complete ass for no good reason
>>
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Just got the Large Molecular Assembler - it's basically a molecular assembler with huge pattern space and scales with your power tier.
It's kind of awkward though - the patterns go in the input buses, so I had to set up a subnet with storage buses on the GT input buses and wire that over to where my pattern terminal is for easy input. It was more complicated that I expected, primarily because I learned you can't send a p2p through a p2p and I had to directly attach it to/from my wiring p2p.
At least I think it kind of looks cool, I put it right in front of my controller.
>>
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>spend hours making a house
>still end up lawn basing
my friends are teasing me for it :(
>>
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>>561333372
>Im prefer an endless void under my flaot
Yeah but you need to clear two hurdles for that:
>good looking skybox that doesn't show the sun beneath the world at night
>stable enough airship mod so airships don't get lost forever in the void from no fault of the player
If you can prove both of those points to me I'll acquiesce.
>those who choose to stay under the sea
That's what a mod like Thin Air is used for, probably also resource distribution such that early-game ores can't be found below sea level. Limiting undersea access to the midgame oxygen bottling and onwards such that players have to start off on the floating islands, and making it sufficiently inconvenient to play below sea level that even past the mid-game it's not worth having anything more than a temporary presence down there. Having difficult mobs down there would help too, but not using the lagfest of Ice and Fire is a limitation.

If you want void below, wouldn't that be stratospherical not thermospherical? Or Klinbee's datapacks like Aetherial Islands or Revamped Floating Islands (picrel).

>>561333645
Real life resources of sulfur and cinnabar added to minecraft with surrounding mechanics? I give it no more than a year before it's backported into GTNH, let alone all the other nuversions someone might want to play.
>>
>>561387745
>Real life resources of sulfur and cinnabar added to minecraft with surrounding mechanics?
Sulfur has been in minecraft for ages now, they didn't change all copper into vanilla's when 1.17 was released
>>
>>561388020
>in minecraft
*modded minecraft
>>
>>561388020
The mechanics might be more useful than aging copper blocks, but I guess they're still not that useful for GTNH. Still, vanilla plus babbies will definitely have them backported for nuversions.
>>
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>>561387745
This one is Aetherial Islands.
>>
>>561390781
Island VS testing time
>>
im kinda interested
>>
>>561388268
1.20.1 still doesn't have a proper backport of 1.21.11. People don't care about backporting stuff anymore, even if the features (more enemy variants and new weapons) would fit in the average modpack ("RPG" kitchen sink slop).
>>
>>561402282
The lack of backports says a lot about the current state of vanilla mc. And society...
>>
The rise of friendslop mods is certainly something to pay attention to.
>>
>>561405153
you can't just put "slop" in front of a word then expect me to know what it means
>>
>>561406303
Friendslop games are a recent genre of indie games that are only fun if you have a group of friends to play them. Friendslop mods are that, but in mod form. Recent examples would be mods like Exposure or Vista.
>>
>>561405153
For example?
>>
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yay... hopefully ill have food forever now TFG bros
>>
>>561410796
So you can just bypass the TFC food mechanics with a simple farm?
>>
Where to start for GTNH automation?
I am tired of the circuit crafting crap
How do I automate it?
I got basic AE
I'm trying to stretch it to the point I can press "make this" but it's a lot of stretching
Do I just give up and process barrels of crap to mega batch stuff?
>>
>>561418289
are you at the point where you can make patterns, ME cables, and interfaces by the dozen without caring? if so, time to learn ME networking
if not, or if you think that sucks, then yeah just process shit a few stacks at a time. drawers plus conveyors are great for that for ores, but for circuits if you just make a stack of whichever tier you want at a time it's not that bad (meaning prep a dozen stacks of boards/SMDs/whatever else so they're available as needed)
>>
>>561418649
>are you at the point where you can make patterns, ME cables, and interfaces by the dozen without caring?
No I'm trying to reach that point
>>
>>561387745
>good looking skybox that doesn't show the sun beneath the world at night
Im just gonna remove bot the sun and the moon altogether
>stable enough airship mod so airships don't get lost forever in the void from no fault of the player
Cockwok provide plenty of block to help with that like the gyroscope
>>
>paste crash log into gpt
>tells me which mods are causing the crash
feels good to no longer need a brain

>>561420721
>Im just gonna remove bot the sun and the moon altogether
Aw cmon, I bet there's a mod or datapack or whatever that solves this problem. Be interesting if with shaders it lit up the underside of the islands though.
>Cockwok provide plenty of block to help with that like the gyroscope
I don't mean attitude instability, I mean "i logged in and my ship wasn't there", "my ship bumped into a cliff and shot off at light speed", and "my ship clipped into another ship and are violently shaking so i can't get close" sort of instability. You know, the reason why we have mods like Ship Retrieval Service and VS Safe and Sound and maybe Valkyrien Speed Limiter.

Also the gyroscope is fucking boring, you should be placing balloons and counterweights to manage your centre of mass. There's that grappling hook mod that's compatible with VS for emergencies.

Browsing other addons I see VS Encumbrance, that could be a further incentive to build infrastructure and large airships. But it does look obnoxious, and probably cheesable too.
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>>561424057
>Be interesting if with shaders it lit up the underside of the islands though.
Doesn't look like it, but the result of a disappearing sun is fine. BSL runs pretty badly on my PC though.
>>
>>561302734
There's never been a definition agreed upon. This is mainly because magic mods try to touch on every aspect of the game all at once. They're less focused on cohesive gameplay when compared to tech mods, and more focused on providing a fantasy that isn't seen in video games. This is why thaumcraft is considered the king of magic mods still despite it not receiving an update in 7 fucking year on a version from 8 years ago.
>I think magic mods should only be those mods that add what are essentially guns but magic-themed
Completely devoid of any sort of soul.
>while mods that have magic-themed tech like Thaumcraft should be considered tech mods.
Thaumcraft doesn't fit into the mold of a tech mod. Tech mods are heavily focused on traditional crafting and automation. Thaumcraft in comparison merely allows for automation, and focuses much more on non traditional forms of crafting. Even in spite of that the main focus of thaumcraft is the research/atmosphere .
>>
>>561431041
>providing a fantasy that isn't seen in video games.
*providing a fantasy that isn't normally seen in video games.
>>
Today my steam input stopped working through curseforge.
Tried everything I can think of.
Does anyone know any good fixes, or else a controller support mod that isn't ass? I've tried 2 and niether of them had stick clicks or dpad
>>
>>561432609
>Today my steam input stopped working through curseforge.
the what over what?
>>
>>561433773
I usually use curseforge for mods, and get controller support for Minecraft via steam input. Run curseforge through Steam, and controller input (up until now) is maintained through curseforge into Minecraft itself.
That isn't working all of a sudden. Worked last time I played, probably around a month ago, so I assume something has changed with the way Curseforge opens Minecraft, that breaks the continuity of controller input. But I'm not sure.
So, I guess I'm also looking for alternatives
>>
>>561434741
I very much doubt the launcher would change much in that regard but you should get a proper launcher anyway, I reccomend freesm
For the controller mod I've used https://modrinth.com/mod/controlify with a ps3 controller on the pathserb and it works decent, but it's still far less enjoyable than a mouse and keyboard, no idea how it feels on a steamdeck but it's worth checking out
>>
Are there any infection mods where the strength of the infection is directly tied to the amount of it in the world?
In the ones I've played, like Scape and run or fungal infection, rely on an abstract system of points or are simply time based
>>
>>561434967
>>561434741
I've got a buddy who has been playing with Xpadder for ages because he's got a bad shoulder and gaming with mouse/keyboard for too long makes it flare up bad. Your mileage may vary.
>>
>>561414270
i dont think its bypassing other than automatic harvesting, the crops still want the right temperature and hydration and nutrients and the crops still only last for so long, although ive built this close to bedrock where its warmer like the questbook mentioned so hopefully it will be able to grow crops all year round
>>
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Ok this modlist is a starting point. I haven't added any Create addons that aren't related to VS (yet), nor have I tweaked any configs, and terrain generation is still up in the air (lmao). The three mods that you see as being disabled are things I'd probably like to have but cause crashes for whatever reason. Kinetic will launch fine if I disable Eureka instead, but until then I've posted a bug report in curseforge comments on Kinetic so hopefully it gets fixed. Eureka is pretty full-featured with balloons and such, while the ship totem in Create Kinetic is very handy looking for inevitable accidents. Apparently Valkyrien Relogs is deprecated because some of its features are included in the current VS version, I'll have to test if that includes logging back in on a ship.

But damn the grappling hook mod is as fun as I remember. The motor-assisted hook is kinda stupid-powerful when you're surrounded by steep terrain, but even with a normal hook it's definitely cool to be hanging from the underside of a floating island trying to mine resources. There had better be a way to generate stalactites of ore.
>>
>>561440698
Will you host
>>
>>561440735
I'm not the anon to bring it up last thread, and I'm just dicking about while I 3D print things IRL. I've never played Create before so I'm not exactly the best person to be doing any of this. That said I do feel strongly about a "Sprockets, Islands, and Airships" modpack / server, so I may step up and accept the mantle if it is required of me. I'm a wagie, I can afford to host a server (in australia lmao). But I'd rather start a github repo or whatever and make it a collaborative effort. One person cannot easily balance a modpack, especially not one this complicated, and especially not without indepth knowledge of the mods being used.

Personally I'd like to add TFMG and Pneumaticcraft to lean into the dieselpunk aesthetic, but I don't know if it would add anything necessary to the pack. Maybe I can try a stripped-down version of Pneumaticcraft. Also I hate the aesthetic of a Blaze burner, Create Low Heated and Picky Wheels are a good thing. I'd add actual terraria-style finite water if it wasn't a laggy mess, Finite Water Biomes will have to do. Damn I'm too autistic to have editorial control.
>>
What are some practical applications for Valkyrien Skies anyhow?
>>
>>561443606
Kerbal in MeinKraft
>>
>>561443606
Big flying base that you use to travel directly between rare but dense resource deposits. You can further incentivise this by making the resources quantities large or by nerfing the player’s inventory capacity. The alternative is building static infrastructure like pipes and railroads, making resource harvesting non-renewable requires constant moving of any infrastructure, and making the resource harvesting difficult to completely automate requires the presence of a player. Having large swaths of open sky between locations of interest also goes a long way to disincentivising railways and pipes, so does filling that void with dangerous monsters or other hazards.
The same applies to VS overland vehicles and boats to various extents.

It can also be anything from a friendly competition to brutal pillaging and destruction when you have no anti-grief safeguarding system, especially wih the addition of compatible gun and cannon mods. I believe Create: Big Cannons works well, and TACZ has a compat mod where even small gunshots will pop Eureka balloons, and hits will properly register. There are even more sophisticated weaponry mods for trajectory calculation and radar tracking, but they dont look optimised for survival play. There are also addons that make ships take damage in collisions, that make players take damage when they accelerate suddenly as a result of their ship crashing, and that hurt players when you crash into them.
Depending on the other mods in the game, armoured and armed aircraft may be very useful for taking down enemy bos mobs and the like.

There’s also one or two space travel mod addons that attempt to use custom VS ships as spacecraft, but I am unsure how polished these are. There’s even a mod that allows for the pressurisation of the inside of a VS ship wih air, such that one can make immersive builds with functional air-locks when in space.
>>
>>561440698
>eureka
Doesn't this completely defeat the purpose of clockwork and sails?
>>
>>561445721
eureka is the mod you get when you just want to make something fly on the go with barebones effort
but its also really fucky and breaks stuff so I think it shouldnt be there.
Always bet on Sails, Propulsion and Clockwork that's the holy trinity of VS mods
>>
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>vanilla updates
>can't use "Last Updated" anymore because all of the slop is getting ported to the nuversion
Launchers need to add better sorting options for their add mods section, this is insufferable.
>>
>wanting to play the nu-est nuversionslop
Do goyim really?
>>
>>561450541
You misunderstood completely. You can't find updates for your 1.16.5 mods because it shows any mod on that version that got updated, even if the version it got updated for isn't 1.16.5.
>>
>>561441512
TFMG still need blaze burner for oil distillation and its mutliblock are huge. In most VS pack people tend to pick Create Diesel generator instead but personally i pick Powergrid
>>
Is there a way to configure it so that every biome and every structure in a world only appears once, or is that just not feasible? Would be cool to take multiple biomeslops and structureslops and jam them all together in a single pack and explore a world that has zero repeats.
>>
>>561375214
i have launched today after 1.5 months break and tried to remember what i planned to do next for ten minutes
i think the modpack needs a plan for progressing before ae2 and good calculator, nei and the quest book are cool, but manually looking through quest to find out sizes of batches to craft, sucks. especially when later you realize that you've made a mistake and need just a bit more of tin rotors or polyethylene
>>
>>561453087
you can't expect /v/ermin to be literate unfortunately
generally it's not even worth engaging with them once you see the buzzwords
>>
>>561458440
well how would that work once youve seen all biomes
>>
>>561459709
The biomes would be big enough to fill the entire world.
>>
>>561459061
poltyethylene is one of the few things that I fully automated pre-AE2.
It's just worth doing basically the second you can.
>>
>>561460387
it was just an example, you still need it before you can automate it
and for pe you need oxygen, oil and 5 extra dedicated machines + turbine and connecting so more crafts to account
doable with just one distillery and chem reactor but you have to know what amount to craft, otherwise you will have to jump around with cells and tanks like a retard
and god forbid you to choose crafting oxygen through water electrolysis, because you'll have to manage with lots of hydrogen
decided not to waste and collect into tanks? guess what, you are out of clay for pipes and rubber for rings
>>
>>561461914
Make a second Pyrolyse oven for wood gas to ethylene
>>
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>>561461914
>and god forbid you to choose crafting oxygen through water electrolysis, because you'll have to manage with lots of hydrogen
>>
>>561462678
> decided not to waste and collect into tanks

>>561462489
> Make a second Pyrolyse oven for wood gas to ethylene
that's mv and if you chose benzene
>>
>>561465697
>that's mv and if you chose benzene
What else is there that you can realistically passivate for power MV wise?
Idk what comes after benzene for power, using it in MV/HV rn and powering an EV EBF off of it
>>
>>561465812
oil, solar
there is no need to passivate power in mv anyway, so coal
>>
>>561466089
As I said I'm using it for MV, HV and a crumb of EV machinery (including AE2) and I'd like to wake up to being able to access all my things after a week of not playing on my server
>>
recommend me a pack
>>
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its contraption hour
>>
>>561476307
nomifactory or monifactory
>>
Lads here is your reminder that pathserb is back up.
New collab builds every weekend and you might find people online at EU hours on weekdays.
Everything is ready for the Create v6 update but it has not yet happened.

If you read this TJF, there is likely an overflow of items at the mushroom island oil platform. It crashes the serb, the base owner is locked out. Would be greatly appreciated if this can be sorted out. (see >>560675630)
>>
Anything new come out? Still waiting on Divine Journey 3 (official & mbc). Although I'll take any polished pack with kino easter eggs like DJ2 atp
>>
>>561485603
/kill @e[type=item]
>>
Okay Okay Okay Pathserb but instead of dogshit fucking ass rape Create, it's a kino pack we make ourselves
>>
>>561488804
yeah I fucking love ugly ass industrial craft 2!!
>>
>>561488804
Sounds like a plan
You're going to make it, right? You aren't just here to whine about a game you don't play, are you?
>>
>>561488882
I was thinking GTNH / DJ2 lite where it's a mix of tech mods and ultra kino adventure mods. Version : 1.7.10 / 1.12.2
>>
>>561489015
stfu nigger you play Create: Estrogen probably
>>
>>561489108
>I was thinking (pure dogshit)
>>
>>561489258
I... I really like the airdash.
And making a moat of horse piss.
It was me, Barry, I soaked up all your rivers and filled them with horse piss
>>
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Did anything new come out while I was out?
>>
is that Create addon Destroy used in anything these days? people always talked about it like "oh damn someday a modpack will make good use of this!" but never happens
>>
>working on toymy
>have "beta" pack
>has more slightly random mods, was designed before the pack was made coherent
>load up the save in the beta
>sudden memories of the fun sifting mods and trying to make them all work
>>
>>561492626
I'd literally never heard of this addon until your post
>>
>>561492626
I use the guy's addon parts for create, those are useful but crash my shit for some reason.

>>561494075
there's a couple reasons for that, first, the name is retarded holy shit why do they do this god
and the second one is because it's just a framework to do shit, like yeah chemistry and processes and chambers, cool but what can you do with them, not much
>>
>>561445721
>>561447020
Clockwork adds a physics infuser, wings, tiltable control surfaces, propellors, sensors, thrusters, and a presumably somewhat expensive buoyant block in wanderlite.
Eureka adds cheap bouyant blocks in balloons, floater blocks for ships, ballast blocks, as well as helms and engines and other stuff that are definitely not suitable.
VS Tournament adds a floater, ballast, balloon, a powered balloon that seems kinda OP, and a bunch of WIP thrusters and propellors and stuff that definitely doesn't fit in.
Propulsion adds hot air balloons, thrusters, air propellors, wings, titlable control surfaces, and water propellors.
Sails adds sails and rigging, ballast, buoy blocks, and a ship's wheel that may or may not trivialise ship control, a small test suggests that sails can propel an airship.
Kinetic adds a different retractable sail system, a different ship's wheel, buoy blocks, ballast, magic self-righting ballast, magic ship-freezing anchor, and the ship totems.

If I had to choose, Clockwork for sure, Propulsion's hot air balloons are cool but otherwise there's a lot of Clockwork overlap. Can always tweak those out. Sails or Kinetic assuming wind power doesn't trivialise air travel, idk maybe I have to use a keel in the water to keep attitude and that doesn't work out of the water? Totems may be really nice. Tournament and Eureka seem entirely superfluous except for their balloon blocks, which if you could tweak the recipe of to require filling with (hydrogen) gas could be an excellent alternative to wanderlite or heavier-than-air. Ideally balloon buoyancy would vary as a function of altitude so you could be self-regulating, instead of having to use props.

>>561453786
Oil reserves could definitely fit into the first paragraph of >>561444613, but it seems like a lot to add and tweak. Despite its cool one-block piston engines that fit well for small heavier-than-air craft. Aesthetically I'd prefer coal, coal gas, wood gas, whatever.
>>
>>561497142
Did some testing, Kinetic lacks a wind system like Sails does, so while I prefer the pulley-based sail system it will have to get ditched, or maybe tweaked to only leave the totems.
>>
Island serb where one really nice island is our harbor(commie) and everyone sets off to the fair away isles to strip them apart like proper colonizers
>>
>>561333645
Reject modernity
it's time to RETVRN
>>
>>561497142
I will say that the ship assembly tools from Eureka and VS Tournament feel better than the one from Clockwork. You could also add Trackwork, even if it's not entirely useful due to it being on floating islands, the wheels add better physics to landing, and maybe Create Interactive?
>>
>>561501846
building bridges is outlawed, but sometimes islands are pretty close to eachother, solution, dunebuggy jumping between them
>>
>>561502053
>building bridges is outlawed
How would you enforce this in gameplay?
>>
>>561502445
by trusting anons to not be candyassed roodypoos
>>
>>561502445
if the gaps between islands are a distinct biome you could probably have something that regularly destroys blocks placed in those biomes?
>>
>>561502593
Surely there's a way to prevent it with one of those blockphysics mods, no? And if you can, would you prevent anons from setting up chain conveyor ziplines too?
>>
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>>561498716
Wait but the Create Kinetic config file refers to keel power and forgiving sails (sails that don't care about wind direction) in the same way that Valkyrien Sails does. Someone needs to test this more thoroughly.
>I could enable doppler effect on VS vessels in a server with proximity chat
Fun
>thin air is borderline abandonware with unfixed memory leak issues in its github
aw man

>>561501846
>the ship assembly tools
Ah I didn't look into them. While it's kinda clunky, it seems perfectly reasonable to build a couple of blocks in the air and make a ship from that with the physics infuser, then keep expanding on that. The wanderlite aesthetic is kinda cool after all. I'm using the more recent (chinese) fork of VS Tournament since the original mod has been abandoned for 2 years and I can't see anything resembling a physics infuser.

>>561502053
>>561502445
>>561502721
>>561502727
Nah you'd just have islands far apart enough that bridges aren't practical. Maybe some tricky flying mobs too. If islands are close enough to build bridges between, aren't bridges really cool and something to be encouraged? Pic related, my favourite 12 year old Planet Minecraft custom map.
>>
>>561503629
>maybe some tricky flying mobs
If there was a way to have it so ghasts only spawn in the wide expanse between islands they'd be perfect for this.
>>
>>561503885
I was thinking the Aether Zephyr mobs, or dragons from Ice and Fire. But I'm opposed to bloat.
With a fully customisable terrain generation mod you could define void biomes between the islands, but you'd still need a way to spawn them there in the first place. Best I can think of is spawn them at sea-level and have them fly or teleport upwards. Or maybe they're just everywhere on top of the islands like the Zephyrs are but are easier to deal with on land / can be more easily hidden from.

Well I don't think tard-bridging in the middle of the void for hundreds of blocks is going to be that prolific a problem. For smaller distances there are grappling hooks at least, so the only bridges and towers built between close islands will be ones that people actually want to look good.
>>
anons should be able to bring their own ships to the skyserb with the only rule being that they should be edited to be empty and inoperable.
then most the adventure is centered around getting them to work instead of building the whole thing from scratch THEN praying they'll work
>>
>>561506498
t. loser who spends all his time in creative mode making giant ships
>>
>>561507000
and sometimes small planes too!! I'd give each one of you your own cool boat if I could.
>>
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indoor swimming pool is done i hate source blocks
>>
>>561497142
Oh Clockwork also adds hot air balloons, where you have an open-bottomed envelope and feed fuel to a block beneath the opening. I get the feeling that Propulsion is more polished in some areas, I'm torn.
I made a blow-cart with first Kinetic and now Sails, and they definitely behave differently. Kinetic gives you thrust regardless of which way you're facing, despite "forgiving sails" being turned off in the config, and it having a "no sail zone" of 90 degrees just like Sails. Sails was giving me zero thrust when facing into the wind and positive thrust when facing any other direction, which is a bit irritating since it's direction dependant, I'd much rather have sails act like control surfaces where you have to change their angle. Sails detected my blow-cart as facing forwards, while Kinetic acted the opposite, always blowing the thing backwards regardless of how I steered it, until I placed a helm to tell it otherwise.

>>561506498
I think there might be some middleground where you find ruined airship structures that you know will work. Pouring resources into a ship only for it to fly up and never come back down again would be kinda shitty, but I can't think of a solution for that if buoyancy isn't altitude dependant.

After some testing I've found that VS Tournament and Eureka both have altitude dependant buoyancy to their balloon blocks, but Eureka's ballast and balloon blocks are not self-righting (as if the centre of mass and centre of buoyancy are always the same) while VS Tournament's ballast and balloon blocks definitely do form stable orientations with the balloons at the top and ballast at the bottom.
If I adjust the recipe such that the balloon blocks are sufficiently expensive, it will make a nice alternative to wanderlite. Bulkier, but the self-righting feature makes them better for noobs. Lower tech ships will have big envelopes of the stuff, while higher tech ships will have a core of crystalline wanderlite. Two distinct aesthetics.
>>
>>561509753
By default the balloon envelopes give more lift than wanderlite blocks, which I'd change in both ways. Seems like wanderlite definitely does not have an altitude limit. So I guess I'll be adding VS Tournament solely for its balloon block, maybe ballast and floater too, depending.

Also I just had phantoms spawn on me at Y600, so I guess mobs can spawn mid-air. Or at least on an airship. There is a mod called HeightLimiter that can block mob spawns by altitude, which may help.
>>
I wish it was easier to run solar boilers on distilled water
>>
>>561512171
Doesn't boiling water distill it? Seems like either you keep the water in a closed loop, where once you've distilled it once you just condense it and keep using it, or you'd be spending more energy to distil the water than you get by putting it into a boiler first. But what do I know about game design.
>>
>>561509753
Usually to keep my ship from going too high up ill just set up a system in it that will turn off thrusters and force her to go down once an altitude is met.(it does go back up once its below that altitude tho but at least you wont lose it)
Also technically sooner or later it would run out of fuel and come crashing down right?
Also iirc sails was gonna add a phys anchor thing that would keep the thing locked in place
>>
>>561513180
Funnily enough you need like 10x the amount of EU a single solar boiler generates to make distilled water for it
Running them on distilled water prevents calcification and I want some more steam to build some multiblock centrifuges on for oxygen
>>
Valkyrien Skies is a multiplayerslop mod.
>>
>>561518595
you're a friendless loser
>>
>>561518857
True, not sure how that changes my post. If you only play singleplayer, you don't need valkyrien skies.
>>
>>561518595
>>561519201
how? you don't really need VS either if you're on multiplayer.
you don't really NEED a second person for it and it's not less fun if you're just zooming around your world by yourself. sometimes you just wanna go from point A to point B in a weirdly complicated way like with a airship!
>>
>>561519201
>If you only play singleplayer, you don't need valkyrien skies
This seems biased. If your intention with VS is to race or shoot at each other then maybe, but as a cool mobile base there's nothing multiplayer specific about it. There's also a Valkyrien Pirates mod that adds NPC airships, though I am skeptical of how well it would mesh with a fleshed out modpack with Big Cannons.
>>
all mods all friendslop because you can play them in multiplayer eith other people and that's lame
>>
>>561519796
Pirates add it own cannon which is way weaker than BC , even Supplementaries cannon is stronger than them, also their ship do nothing but circle around and shoot whenever in range
>>
>>561519587
>>561519796
Valkyrien's physics system adds extra load onto the internal server of a singleplayer world, a multiplayer server can handle it just fine, but if you have a bunch of other mods, it's not worth it.
>>
>>561520380
worth is subjective
>>
>>561520767
Yeah, but if the game doesn't perform well enough, the fun stuff from Valkyrien Skies feels worse.
>>
>>561465812
light oil is good, diesel once you have a tower set up is better
i don't remember when you get bedrock fluid pumps, i think it's in MV? those don't run out. the surface deposit pumps do but they last a long-ass time
>>
>>561522320
>i don't remember when you get bedrock fluid pumps, i think it's in MV? those don't run out
Everything I've heard so far suggests the bedrock deposits do run out
>>
>>561333645
>they actually added a cum cube
I thought that was a joke
Did they also actually add ghast riding
>>
>>561528226
>Did they also actually add ghast riding
Yes. You have to find or craft a dehydrated, dying baby ghast and waterboard it to bring it back to life.
>>
>>561521315
Weird. I never noticed any diferences or anything like game-breaking or whatever, but even then, I think it's bad faith to go out calling it "friendslop" which is already a pretty meaningless randomly thrown around word by itself lol
>>
Ivlike the happy ghast but I wish they didn't wear those dumb goggles and stuff
>>
>>561528581
Just make a resource pack to remove it
>>
>>561529028
I guess but ai just wish the default was something nicer
I mean I don't want them naked or anything I just feel they could've made something nicer looking but it's just me
>>
>>561522476
alright yeah they do deplete over time but in practice that shit's not gonna happen unless you're aggressively voiding overflow on a full uptime server
>>
>>561528226
>Did they also actually add ghast riding
Bro...
>>
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>spent hours building a mystical agriculture room
>ended up doing something like 20 seeds in hopper pots with insanium soil then 10 seeds with the usual AE2 accelerators
>realize all I did was make more work for myself because I will inevitably want to convert the hoppers to accelerated ones
I svffer in minecrvft
>>
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>mutant enderman dont despawn on daylight
>One is standing right at my house's entrance
>>
>>561520072
so true take me back to the good old days where SSP and SMP were different
>>
GTNH
boubou has misgendered her...
>>
>>561555191
BASED!?!? Where???
I hate the tranny texture creatures and I hope they all die out so we can keep the immaculate atmosphere of programmer art
(dream veto'd the crop texture poll)
>>
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>>561557861
>>
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terrafirmabros.... i dont think trees grow on farmland..........
>>
>>561558282
the most babytrans whining of all time lol noone whos been on e for more than two years thinks man and bro and dude are actually male gendered when used like that, bad optics for us i must say
>>
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>>561215716
How do you make a good Nucraft pack? I've been pondering the idea and the first thing I dislike is the world gen. Looks hilly and unappealing, is either too massive and le realistic or boring. Pic related is close to what I want (supposedly a combination of Biomes O Plenty and a mod called Cascades). Then what tech mods are out there?
>>
>>561559818
why did you plant them on farmland?
>>
>>561501285
I like Beta Unleashed more, less bloat. But is a matter of perspective.
>>
>>561560298
to stop snow and sticks and leaves from clogging up my area since i dont have enough saplings to cover the entire thing yet, and they were plantable and the timer ticked down so i figured they could grow
>>
>>561558282
I think dream should just ban them for slowly poisoning the packs style with their "JAPPA" style
>>
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>>561564504
>the style in question:
>>
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>>561564802
>the replacement style
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>>561565452
>the entire goal of GTNH is to get a discord role to show off to the polycule
>>
>>561564802
Immaculate style, perfectly befitting of the actual style of minecraft
>>
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>>561565620
>t.
>>
>>561565795
Nigga the people with descriptions like that are the ones bringing this sloppy style to GTNH
>>
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>>561565795
>>
>>561565534
>>561565795
wtf I love tranny textures now
>>
>>561566318
How do you not know that's the creator of trannytech?
https://gregtech.overminddl1.com/aboutme/index.html
>>
>>561566318
weak bait
>>
>>561557861
nothing based
don't want "tranny" to make textures - make by yourself then
but you will not, because people like you can only complain
>>
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>>561566975
>>561566998
This specimen has been busy with his new version of his mod that nobody plays for the past 10 years, he has nothing to do with GTNH
But it takes one glance at the GTNH discord to figure out they/them are behind the push for "JAPPA" textures for GTNH
>>
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>>561567334
>>
>>561567463
I saw that one time and immediately tried to figure out how to remove it
>>
>>561567593
You can remove it easily by uninstalling that shit modpack.
>>
>>561567463
>no jappa textures
based
>>
>>561567659
Found it
background13.png
\.minecraft\config\txloader\forceload\betterloadingscreen\textures\backgrounds
Bye!
>>
>>561567593
you guys are so fucking whingy
>>
dilate
>>
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well it works now, if anything it grows a little too fast and i cant handle all the output and I think my windmill treechopper is too slow if they all grow at once and will probably break and stop
>>
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How are there to this day not any cute furry girl village mods? Not reskins of vanilla villagers, not player skins, not turn the player into a furry mods, I mean you explore the world and you find a unique village of catpeople or foxpeople mods. You'd think someone would have done that by now.
>>
what about bara furry npcs?
>>
what about femboy furry npcs?
>>
>>561260190
damn what was that old mod that added apples to trees i remember it it had a bunch of new food recipes
>>
>>561577915
The only ones inclined to make that are the turbo gooners who only want the most sexualized furry models ever created by mankind
>>
>>561588129
I don't even need a porn mod or anything sexualized like the pic I posted, it was just for reference mostly. I'd be fine with a mod that adds simple cutesy foxpeople or catfolk, girls preferred since I'm autisticly obsessed with cute furry ladies, but even just adorable non-gendered ones would be alright with me.
>>
>>561560063
You’re either going for exceedingly large and realistic looking terrain, or exceedingly wacky like Ecospherical Expansion or Klinbee’s floating island datapacks. Those realistic ones are actually pretty immersive and fancy looking if you’re playing with Distant Horizons because there is a larger scale shape to the terrain, but yeah it doesn’t really fit. There’s always Moderner Beta, where you can choose old vanilla world generation, but I think even though it does add the modern ores and dungeon loot, it doesn’t add tallgrass or other modern surface plants you can you get a bit resource starved unless you buy them from a villager/trader. Indev overlapping floating terrain is cool, but regardless I don’t know how these presets play with biome mods.

William Wythers and Oh the Biomes You’ll Go look halfway decent, but I’ve never tried them. I’d browse AsianHalfSquat’s channel for terrain generation mod reviews, he makes short highlights on collections of related mods quite often.

For tech mods, idk. Nuversions are good for Create and for Vanilla Plus modpacks. There’s a TerraFirmaGreg Modern modpack in nuversions that uses Create alongside other tech mods, investigate that I guess. There’s mods I don’t like like Mekanism, and mods I do like like Pneumaticcraft. But honestly the last time I played through a tech mod was Immersive Engineering on 1.12.2. Maybe the latest IE finally has a nuclear reactor.

>>561591060
Resource packs could remodel different biome villagers to be different animals. But then when a villager moves from one biome to another I’m not sure what would happen. I’m also not sure if different biome villagers can make different noises, but probably.
>>
>>561591060
Sorry, best we can do is gay frogs, birds, monkey, and ugly things.
https://www.curseforge.com/minecraft/mc-mods/ribbits
https://www.curseforge.com/minecraft/mc-mods/mowzies-mobs
https://www.curseforge.com/minecraft/mc-mods/gnumus-settlement
>>
You know what fine
What arw the tools for me to need to make a mod that just adds sexy femboy, bara and girl furry NPCs?
>>
>>561594937
https://mcreator.net/
>>
>>561594937
>>561595481
I figured we were at the point where vibe-coding could get a better result than MCreator, has anyone tested this yet?
>>
>>561592116
For the record i believe Nucraft mods regarding terrain generation can be good, but they don't fit my playstyle. Either all biomes are too big or the terrain is too samey. Terratonic is decent, i dig it, but the perfomance hit was too much for my shitbox and also sometimes has the issue of near infinite biomes, so i came up with the second alternative i was shilling before
> I’d browse AsianHalfSquat’s channel for terrain generation mod reviews, he makes short highlights on collections of related mods quite often
Not sure why i never came across this one, thanks
>Moderner Beta
Never tried it, it looks more radical and involved than what i wanted
>But I think even though it does add the modern ores and dungeon loot, it doesn’t add tallgrass or other modern surface plants you can you get a bit resource starved unless you buy them from a villager/trader
And this is why i liked Cascades, it doesn't get rid of vast mayority of these features them but integrates some of the older noise shapes used in beta. Then i slapped Bloat O Plenty in for curiosity, and it worked surprisingly fine, though sometimes beaches are bugged.
> Pneumaticcraft
Well if the EnderIO port comes to live i can make do with that.
>>
>>561600096
>EnderIO
Ew
>>
>>561600249
It is what it is, if not that then is the Create bandwagon.
>>
>>561595481
I won't fall for this.
>>561598354
I guess...
I'll just tell Claude to do it while I make the models
>>
>>561600442
Or old-school tech mods closer to IC2, Buildcraft, Greg, Project Red, etc.
Or the somewhat more modern mods like Industrial Forgoing and Thermal Expansion, but I don't really like those high power future-aesthetic mods.

>>561600626
>I'll just tell Claude to do it while I make the models
Tell us how it goes. I'm a codelet outside of simple arduino and python stuff, but have a brain full of OC mod ideas.
>>
>>561601430
It shouldn't be THAT hard. Claude is competent and if I just keep it simple and straight foward it will be manageable assuming I don't let it do all the work
>>
>>561604169
As I said earlier it can probably be done with a resource/data pack that changes villager models and sounds. That would be bugger-all code.
>>
>>561600626
It's not a trick. Mcreator is the preferred option for people with artistic talent and no programming knowledge.
>>
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>>561476381
I got my assembler which means no more contraption hour for me...
>>
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>2 mods that add the same animal, tree, biome, etc.
>Mod A is somewhat rudimentary but has better cross-mod support
>Mod B is full-featured but lacks integration
>>
>>561615367
Post the mod(s)
>>
>>561615367
What support does it truly have
good integration usually trumps bulk content but if the support is with shit that is largely irrelevant, what good is it
>>
>>561615669
It's a thought experiment. Do you use the option that hooks into other mods in your pack, or the option that's clearly better, but doesn't integrate its features into other mods.
>>
>>561616015
I can always tweak recipes to use the second mod's stuff, support is not an issue, unless it's fagshit loader and you can't actually easily tweak their recipes
>>
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My only saving grace is that this fucking stage doesn't require anything like a clean room holy fuck
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>>561438208
Anyone got an answer for this one?
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>>561600626
>>561604169
Keep us posted friend!
>>
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>pack has three different backpack mods
>you can wear them all at the same time
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>>561636123
>1 backpack on the hot bar
>1 backpack on the chest slot
>1 backpack on it's special slot
>>
>>561626004
What pack is this?
>>
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i have dug far enough into my mountain base that i've reached a small cave on the other side that leads out into a valley and another mountain range and decided it'll be a good place to set up oilproc
i really like making pipelines now and then
just need to figure out how i'm powering the pump since solar electric sucks absolute ass in this pack and also needs like, mv circuits? which i haven't quite pushed to. probably i'll just run a second pipeline
>>
>>561638837
Create: Arcane Engineering
>>
I was working on LV circuits today. But in real life. Do any other anons have /mmcg/ adjacent hobbies?
>>
>>561626004
hope you have to build 20 cleanrooms later on
>>
>>561646635
Im a cop so you know my hobbies
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>>561649472
grinding endermen?
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>>561650408
Lewd!!
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What a great attitude towards mod development.
>>
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finally automated the handling of my tree farm with a (slow) passive latex supply too that should work year round provided i get at least one log every 80 seconds on average and since theres 192 saplings in my farm and from googling it seems each kapok tree gives around 48 logs on average and grows every 8 days i should average 1152 logs per minecraft day which i think is still 20 minutes in TFG which should be 76.8 logs per minute..... that seems high
>>
>>561655591
uhh i meant 76.8 per 80 seconds
>>
>>561513384
>to build some multiblock centrifuges on for oxygen
Steel ones I hope
>>
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And why is bloat a bad thing again?
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>>561667358
Yeah?
>>
Whats a good way to get steam in GTNH in MV/HV?
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>>561668354
steam for power? The best source for that is using something else
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>>561671121
No, I have power, I just need steam because my god I need some proper oxygen production and I wanted to build like 2-4 steam centrifuge multiblocks just making oxygen
>>
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I need Fire mods, Fire spreading, Fire spells, Flamethrowers. Nuversions, classic versions doesn't matter. Fire, I bid you to burn
>>
>>561671964
A 3x3x5 high pressure Railcraft boiler feeded with a bonsai farm should do the trick.
>>
>>561673425
Raw logs?
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>>561673527
yeah, it burn 3 logs per second and produce 28.8k liters of steam per second
You can maybe try 3x3x3 for 1.5 logs for 14.4k steam/s
>>
>>561673527
if you want to you can send them through a furnace to make charcoal and creosote and route both into the boilers, but wood works on its own too
>>
>>561672302
1.20
tacz w Apocalypse gun pack, iirc they're both over and undertuned but tacz lets you edit every stat anyway and you can remove every other gun including the default ones if you want
Fire Extinguisher, buff the sprinklers, iirc the suits were dogshit
Signal Flares w start fire option enabled
one of the hardcore zombie ai mods lets zombies spread fire to each other when they clump up, don't remember the name
it's mcreatorslop so I never tested it but Burnt does a lotta fire shit
>>
>>561671964
>oxygen
you could set up a sugarcane farm for electrolysis
it'll feed you hydrogen which you'll want a lot of too, the carbon you don't care so much about
does mean you miss out on the nitrogen and you do want a ready supply of that for EBFs
>>
Any mods that give you cool powers? Something like elemental magic like shooting lightning from your hands or growing trees from the ground up etc
I know there's an elemental mod that's like avatar but surely there must be others out there that just give you even cool powers right?
>>
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>>561675542
What the fuck? This is retardedly good?
Time to make one more LV crop manager
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>>561675542
Where is the hydrogen part of the sugarcane farm?
I don't see it
>>
>>561671964
> oxygen
sand->glass->magnesium oxide
>>
>>561680740
i could also just be wrong and forgetful and not actually remember what i used as my hydrogen feedstock
i sure thought it was sugar though
>>
>>561684062
oh wait that's right, it was from electrolyzing some petrochem byproducts, not from a farm
chlorine (and sodium/potassium) was from saltroot farms though
>>
>>561684352
I won't be bothering with saltroot until 2.9 when we get cropsNH
>>
>>561684620
understandable, breeding sucks ass
someone else handled all that shit and i just set up petrochem lines and shitty thaumcraft
>>
>>561684741
It's not just the breeding, it's the crop propogation
IC2's system is so fucking ass
>>
Oh you don't stare at your empty field constantly waiting for a crop to propogate? Here have a weed the moment you look away that instantly ruins everything
2.9 can't come soon enough
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hell yea, technically turning complete
>>
>>561686415
what are they doing in 2.9
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>>561692816
Replacing the whole garbage IC2 crops system with cropsNH which fixes it all
Deterministic breeding, weeds that don't ruin your fields, easier scanning, easier seed creation out of existing plants
>>
>>561692964
oh that sounds cool, have they said anything about when theyre releasing it, I was thinking of doing another playthrough this summer
>>
>>561672302
Supplementaries has a feature where blocks get converted to ash, but it also hinders fire spread because the ash takes up space and puts out fire it falls on.
>>
>>561695056
"months"
Sadly
>>
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I called it 2 years ago
GOATNH
>>
>>561699656
never underestimate the power of autism and HRT
>>
>>561700817
Oh I've seen the power of HRT in action, thanks to that swedish tranny posting tits a couple years ago
>>
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Is there a mod more bloatmaxxed than this shit?
>>
>>561674408
>it burn 3 logs per second
That's quite a lot of logs
Does one crop manager base spruce bonsai farm manage to keep up?
Or do I need build another pyro oven to charcoal them to 5x their burn time?
>>
https://files.catbox.moe/4mxs2w.zip

this is not a modpack, rather i wanted to figure out a way to fix minecrafts weird ass relationship between food, all the mods that add food, and the health system

this would need a bit more tweaking but right now what it does is

>drastically slows down the rate you heal from saturation
>adds some slow healing items like bandages
>lets you stack potions
>reduces the stack sizes of food
>rots food over time with methods to 'freeze' them

the food rotting mod can let you mark things as never rotting or if you want to drastically decrease their rot rate, but hypothetically you could make something like wine never rot, or a special food from a more fantasy mood never spoil

the mod that affects healing can configure to let you regain hp after sleeping or have your combat attacks create a cooldown on saturation healing, the config i set it up though is like half a heart every minute and a half very drastic

very nice the whole setup is very lightweight, if i used this for a larger pack would probably want to mess around with making potions more accessible/better healing
>>
>>561692018
guh want to use create power grid but don't know what practical use there is for circuit boards or the very complicated generators
>>
>>561710389
think the other issue is i don't know what to use this for

toyed around with some of the combat and movement mods, parcool eating up saturation is neat but like, this requires adding a fuck ton of other mods to support the movement and combat

some cozy farm sim? i dunno, honestly might be best to just slot in with some factory style thing as a thing to do in the background
>>
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the absolute state of contraption making...
>>
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Has any modpack ever made good use of these mods?
>>
>>561719252
No
>>
>>561719252
>deeper and darker
unless they updated in the past few months this is a non dimension, it requires you to kill the warden to enter which most mods don't scale their power towards and then has like 2 items to craft with another boss that's warden but taller
>bumblezone
never played but i heard good things about it
>tropicraft
never heard of
>aether (1)
while the gameplay progression is literally 15 years old it's still a vibe and the stuff you can find there is fun to use, decent if the mod pack dev knows what they're doing
>twighlight forest
would be nice if this could fucking finish and also not very multiplayer friendly but otherwise it's still decently fun to progress through and doesn't have the same bullshit aether does where it resets your progression
>>
>miss ONE spruce bonsai
>half the level is overrun with weeds before i notice
I HATE IC2 CROPS
>>
>>561721053
Them being fun doesn't mean they get integrated into a modpack well. The Aether seems like it'd be great for rpg/magic modpacks, but it's never implemented into the core progression and is just a side objective at best and bloat at worst.
>>
>>561727687
but you can design around something fun a lot better than something that lacks any progression or purpose, like i mentioned deep dark is meant to take place after the end of vanilla gameplay, like the absolute end so either the dev has to find a mod with stronger mobs than the warden AND include the few ingredients in later crafting or the pack just kind of sputters out with a very lack luster dimension
>>
im playing "sevtech ages" as my first ever mod, so far it seems ok, i heard it gets AIDS at the end but i have no problem just playing the first handful of ages if thats the case
anyone here ever play it and have some insight into if it's good or shit?
>>
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god i love raspberry flavored. been playing this for 136hrs so far. thx anons for recommended this modpack
>>
>>561719252
Tropicraft is really nice for its terrain generation and building blocks. Well it was ten years ago, no clue about now, I remember having to install a swimming mod for 1.12.2. Being a vanilla-balanced dimension mod it’s never going to blend in well with anything but a vanilla plus modpack, and it’s too bloated for most of those anyhow. I once tried to make a realistic modpack where you need quartz or pure tropics sand to make silicon for semiconductors, but it never went anywhere.
>>
Convince me to not put multiple mods that add spellcasting into my pack.
>>
>>561748887
no do it

magic mods should be mixed and matched
>>
>>561751513
They don't have compatibility and they both try to do the same thing, it's not an ars nouveau and botania sitch.
>>
>>561748887
Do not put multiple mods that add spellcasting into your pack.
>>
>>561751825
But they're both cool and do spellcasting in different ways... can I get away with using both without their addons?
>>
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https://github.com/mrsterner/Clockwork-Issues/issues/91
what the fuck
>>
>>561752117
No.
>>
>>561752780
Ok so I wanted to replace the helm in Valkyrien Sails with manually controlled rudders, but it turns out there aren't any. Clockwork rudders can't be angled right if you're ship is pointing a certain cardinal direction when you make it. No clue how that interacts with the ship's perceived forward direction either. Maybe I just ditch sails altogether, though leaving it as-is with the mawpc helm isn't the end of the world.
>>
>>561754047
Clockwork doesn't have rudders, those are flaps, I think they only do lift calculation not drag. A rudder works on drag which is obviously very different in water and in air. Even if you could place the flaps in the other direction they wouldn't function in the way you need I don't think.
Valkyrien Sails helm block works perfectly fine using an invisible rudder. If you don't like that, the redstone helm will output a signal which you can use to position a rudder of your making. Alternatively you can have props in the ship hold.

Are people playing the hobo VS serb? I noticed it had some err, rather extraneous mods in the pack.
>>
There should be a magic-themed valkyrien addon.
>>
>>561754595
Is lift purely in the vertical plane? No horizontal lift? Pretty sure I’ve seen planes fly with roll pitch and yaw though, how would you yaw any craft without a rudder? Just differential thrust or thrust vectoring?

My fear is that the conventional helm trivialises control of a boat compared to what you have to do for an airship, and doesn’t provide any path to automating the control. Well, you also can’t control the output force of the sail other than manually. Valkyrien Sails would fit in well alongside Eureka, but not Clockwork. Boats would still be possible, just not sailboats. The mod’s wind system it adds also doesn’t interact with hot air balloons or blimps, which makes it feel even more disjointed.
If Thin Air proves to tank TPS I’ll ditch this terrain generator and oceans altogether for generation over the void, maybe with a mod like forgiving or unforgiving void, if that would work with vessels too.

Planned features include sail-angle isnt interactions, which would allow you to use fine control bearings of some sort to set thrust, ideally alongside a wind sensor.
>>
>making a new pack
>alright, just a few core mods
>hum, this and that for a little flavor
>thermal and ender io are just too useful, can't give them up
>can't decide which gun mod to use, lets add both
And the end result is an abomination that takes forever to load and crashes if you look at it funny
>>
bmup fuck hiromoot
>>
>mining is only fun if there's a cave to explore
>okay i'll just add the mod that reduces non air exposed ore generation
>load up a new world
>no good caves near by
sigh, what are we to do
there is a 1.20.1 prospecting pick style mod maybe that's fun? finally combine it with the cave ins mod and the mod that adds huge ore generation, then move most of the ores to deepslate or something?

i think the underground needs more structures or cave variants desu
>>
>>561763346
on a similar note
>overgeared
minigame becomes too tedious for late game enjoyment, way too much setup for modded tools
>tinkers
way too over complicated and either unbalances all other tool mods too be too weak or no where near as strong for the effort put in
>tetra
okay maybe i like how tetra works its just annoying having to immediately make a second crafting table AND I'm not a fan of its weird late game dungeon thing
>>
favorite way to get string?
>>
>>561763346
>>561763726
Seem like you want to play TFC
>>
>>561768540
i want to play terrafirma craft without needing to do animal husbandry, seasonal crop management, micromanaging smelters, and leave an end game open for some busted magic or tech mod
>>
where are the modpacks for people who are overcome with bloodlust the moment they handle a new funny looking weapon
>>
>>561763346
https://legacy.curseforge.com/minecraft/mc-mods/geolosys
>>
>>561770264
just play orespawn
>>
>>561771598
ok but what if i want to play something that's actually fun
>>
>>561771778
orespawn?
>>
>>561771778
GregTech New Orespawnzon
>>
>>561770264
Any modpack with Simply Swords.
>>
Bit of a late start today but I am pathserbing. Come say hi!
>>
>>561770717
if this is not too bad to set up with modded ores then maybe
>>
>>561772696
It got support for modded ore wayback in 1.12
>>
>>561773125
i don't know i looked more into it i don't want ore spread across the world i hate that about terrafirmacraft/vintage story, i just want to not go braindead stripmining
>>
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wish fulfillment
>>
>>561770717
>changes textures without telling anyone
>>
Was there a mod that changed how certain farmer's delight effects worked for packs that disable sprint? I seem to recall that being a thing but forget what it was.
>>
Everything is fine at the mushroom island oil platform! NO overflow of tomatoes, rotten or otherwise.
Fren you are good to return to pathserb please come back
>>
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>just need to set up oreproc so I can afford to upgrade my power so I can afford to set up platline so I can afford to set up passive plastics so I can afford to upgrade my autocrafting system so I can afford to
>>
>>561794350
Here's the same place with ultra graphics, holy hell it looks awesome.
If you zoom in on the left side in the far distance you can see the 9/11 Towers build and the Stone Spire (of parkour course fame). Just right of the platform edge I can see the shulker farm cube and in the sky the blimp at airship village. Pillars build seems to be obscured by a mountain range from this angle.
>>
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>>561796072
Excuse me
>>
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>>561796272
Look at this awesome shit. Well you can all see these aren't my pics, my craptop could never, all you'll get from me is
> schermafdruk
at 8 render distance
>>
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>>561796618
>>
Sorry did I hear someone say island serb?
>>
>>561796272
>super cramped oilrig base with all your friends in the middle of the ocean
kinoooo
>>
better combat is pretty sauceless, either you just hold down the attack button to attack or set it click and it feels too slow with no reactive gameplay, there is an addon to give enemies the attacks if they're holding the weapons but that requires them to be holding them

epic fight gives at least all the vanilla enemies interesting play styles but puts half its mechanics behind skill books and genuinely looks bad in first person + half the addons are chinese or outdated

like how bad is it if i just include epic fight for the enemies / bosses and disable it for the player so they can use better combat and maybe like a parry mod with parcool?
>>
>>561805868
I don't think zombies should have complex attack animations, personally. They work better as bump combat enemies because there's supposed to be hordes of them.
>>
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>GTNH faggots changed recipes AGAIN
RRRAAAAAAHH I hate you fucking faggots so much. No I won't read your 100-page changelog after every update.
>>
>>561668354
Have you tried _____boiling water____?
>>
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It's astrologically tragic that the autist whose profile picture is literally his Robotnik OC created the most generic, boring tech mod ass tech mod, while the guy whose profile picture is just a shitty drawn version of himself made the more Eggman-ass tech mod.
>>
>>561811996
Then stop updating.
>>
>>561814097
who and who?
which mod and which mod?
>>
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>>561818835
Gregorius T and Simibubi.
Gregtech and Create.
>>
>>561819507
>>561814097
greg was one of the pioneers when modding was hard
>>
also back then modding was a hobby, not a work like right now
>>
>>561820817
And yet his mod is just a shitty fork of Industrial Craft.
>>
>>561819507
Create is the most boring vanilla+ slop imaginable
>>
>>561821316
shitty? greg added depth to ic2
create is a fork of mekanism or whatever that mod with belts and robotic arms is called
>>
>>561824316
As opposed to building a macerator to grind ore to make a new ingot that lets you craft a new, bigger macerator.
>>
Enjoying Star Technology
>>
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I'm about to go insane-o mode on magiculture 2. Anybody else played this retro gem of a pack ? #goldstandard
>>
>>561824926
It's so peak you have no idea
Building odd doohickey contraptions for everything is retarded
>>
>>561825729
This is a doohickey enjoyer thread, you need to leave.
>>
just want to feel vindicated for a moment how hytale has been averaging 200 viewers on twitch and minecraft has been averaging 30k
>durr viewers don't mean quality
but it DOES mean how many people are interested in the game

got really mad at all the people like "oh but the game has so much potential and does like a couple things nicer than vanilla" and people are still choosing minecraft for vanilla
>>
>>561825971
I like my doohickeys a little blocky, not rube goldberg style.
Factories were meant to be pipes and cubes, not some elaborate rube goldberg machine .
>>
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>>561825729
>Building odd doohickey contraptions for everything is retarded
What does Dr. Ivo "Eggman" Robotnik, the fictional character this guy based his entire online presence off of, do?
>>
>>561826818
I don't know, I never cared
>>
>>561826391
>I like my doohickeys a little blocky
thats not a doohickey you fucking retard
>>
>>561828032
Yes they are you fucking retard
>>
why this fag is having a melty over gregtech
>>
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Retexturing some modded mobs to make them a little bit more in line with vanilla/programmer art, should I keep the left guy (a cave mutant, basically) a bit darker or make him the same shade as zombies?
>>
>>561828923
xhe thinks create is the pinnacle of minecraft modding
>>
>>561830797
>It's complicated, but it makes sense.
>>
>>561825728
i was just thinking about trying this one out. i'm looking for a new one to play now that i'm finishing up the gregtech CEu community pack
>>
Why is that instead of just enjoying what they like, people feel the need to assert that what they like is superior to what someone else likes? What causes this behavior in humans?
>>
>>561794485
why the hell do you need platline for passive plastics
>>
>>561834665
because people identify with what they like, so if what you like is greater than what someone else likes, you are greater than them, and people have the desire to be above one another. our brains often desire status for various reasons.
>>
>>561824880
>belts and robotic arms
Pneumaticcraft? IE and IF have belts, but I can't think of another mod that has robot arms besides Create and Pneumaticcraft.
>>
What happened to the Hytale fans? I could have swore they had their own general and swore up and down Hytale would beat Minecraft and was superior.

Not being condescending, I'm just curious. I'm devving a game for Hytopia (unrelated to Hytale, just a voxel game for the web) and wanted to get some hytale fans opinions on why they thought hytale would replace Minecraft but I don't even see them anywhere. I wanted to know if it was the graphics, gameplay, atmosphere, art, or what they preferred over Minecraft so I could try implementing some plugins for Hytopia.
>>
So fellas, what's the mod pack for people that want Terraria combat proggression autism but in 3D?
>>
Does anyone here actually do modding or is this a thread for people to ask and talk about mods?
>>
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I can't remember what the grey box on the configuration of thermal series means
I also hate that for some reason this version doesn't let me send the liquid out one side and the items out the other?
>>
>https://www.curseforge.com/minecraft/mc-mods/tinkers-with-enchants
TiC3 is so shit that people need to enchant its gear.
>>
>>561438208
>>561626316
There's that one mod, From Another World, where, IIRC, the infection is directly tied to a single entity and it spreads only by killing mobs.
>>
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Huh, so it works when I put a powered tilt-adapter from Create: Propulsion on a Create bearing, but only when I use it with a Clockwork wing. A Create: Propulsion wing does not work. Also placing a vertical wing tries to cause lift in a really strange way, they provide a strange kind of buoyant lift that tries to twist the craft on its side, even when it's stationary. But once you assemble it onto a bearing that moves, it stops being as much of a physical object and the strange lift doesn't happen. Having to power your tiller is a little silly, but a hand-crank isn't too inconvenient. You could probably ditch the tilt-adapter and just use a bearing and some sort of gear reduction.
The wind is still kinda goofy though. Man I'd like to have proper sail angling and keels and such. If wings were significantly more effective underwater that would be great too, allowing for hydroplaning and such.
>>
>>561837163
likely not, it was in 1.6.4 i think
>>
>>561842510
If anything I think Create is just a better version of the mechanical power systems from Better Than Wolves.
>>
>>561842407
this would only be worth it if minecraft still had the massive oceans and "continents" it used to generate. now oceans are more like great lakes situated within lands
>>
>>561843658
damn, its a shame no one made a mod for that
>>
>>561845078
>>561843658
Its still HUGE area of water with stuff underneath besides every good pirate has to come back to shore sometime!
Do get Deeper Oceans mod + whatever cool sea mod you can find.
>>
>>561843658
Pretty sure the idea is to have sky islands over nothing but ocean.
>>
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>>561845954
>Deeper Oceans mod + whatever cool sea mod you can find
Yeah, I found Thalassophobia a while ago, but it seems like bloatware that adds like 40 new sea mobs.

Now I'm wondering whether I should keep VS Clockwork and Create: Propulsion, or just stick with one or the other. Despite the large amount of overlap (pic related), I think it's worth keeping both and just trimming the excess.
From Clockwork I like the Wanderlite aesthetic, it has neat sensors like for altitude, rotation, and impact, it has a working reaction wheel, and what I believe to be a few ways of making variable-pitch propellors, also the wings seem to work a bit better. The mod also has an entire gas crafting system, which seems kinda bloaty to me, but it does allow for industrial tech rocketry, and it's the obvious way to get hydrogen to fill balloon blocks as a balanced balloon recipe.
From Propulsion I like the lodestone tracker compass block, the redstone magnet to attract a ship to a mooring (or repel it), its different propellor blades for air and water use, its tilt adapter actually works to make rudders unlike Clockwork's, it has a more powerful variable transmission, and it has simpler thrusters that just get fed fuel instead of gas mixtures, also the documentation seems better. It also has a few blocks that deal with heat, the solid burner and stirling engine make a very compact power-plant for an aircraft. I assume the heat system works the same way as blaze burners, making it pretty modular for fitting in with the rest of Create.
>>
>>561850649
Myths of the Sea? I'm not that bothered by a slight bit of bloat myself, you need to give people a reason to travel around else all the ships are a bit pointless.
>>
>>561851761
Sailing ships are kinda pointless, the player is meant to use airships. The sea creatures are to make the ocean and below a higher difficulty area, a place for mid-game exploration for different resources than the floating islands. It's perfectly possible to make powered ships without Valkyrien Sails. Be nice if water-wheels could be repurposed for a paddle-steamer.
>>
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it's all so tiresome
>>
>>561852515
Haha I'm enjoying your research posts bro. Don't worry too much you can leave something for the players to discover too. You don't have to make all the decisions yourself. It's not that bad to have a bit of overlap.
I don't see the point in making things more difficult with the treecapacitor or bread or stuff like that. Who cares.
Will you add a little command block at spawn that spawns a little starter ship for new players? Might need vmod for that, which is a very useful mod anyways.
>>
>>561853058
It’s a low-tech-ish modpack so I get the urge to make the early-game stuff more immersive. Hence Low Heated, Picky Wheels, and Finite Water Biomes. Aesthetically I just can’t agree with making bread with three wheat in a crafting table when there’s already a Create recipe with flour and dough. But I can concede that too many little changes away from the core game are friction points for players not expecting it, so I’ll do my best to restrain my ‘tism. Leaving behind some overlap is fine I guess, but having two entirely different hot air balloon systems just seems silly. Is it possible to make custom Create ponders? Because that would really help.

Still, I like the idea of starting off with a grappling hook and glider rather than an airship. But having a pre-made airship would definitely help show players how to build them. Maybe the airship spawn could be nearby and well marked, but requiring some terrain traversal to get to.

If airships are going to be early-game, then the physics infusion also needs to be early-game, or else players are expected to just modify that starter ship. Not sure the best way forward on that.
>>
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I've been working on a mod for awhile now, unreleased, named Hardestcore. Some of the features so far implemented:

• You cannot play the mod in anything other than hardcore mode. Other options are disallowed from the game start config.
• When you die, there is no spectate mode.
• When you click the "return to main menu" button after dying, it displays a message "deleting world" instead of "saving world".
• Boats require two wooden oars in the recipe.
* More basic banner patterns: stars (center, top, bottom, 4 corners), ornament (on the top, like the Kazakstan/Belarus flags), a wreath, half-roundels (4 variants), offset cross (for scandinavian countries).
• Two new banner charges: the trident (recipe obvious), and escutcheon (shield, recipe obvious, center and 4 corner variants).
* Better clouds (cloud layer is 8 blocks tall for true 3d, varies altitude throughout the game... occasionally just above sea level for true fog).
* Better undead animations, zombies and husks dig up through the ground and crawl out.
* Sane animal sizes... bees are 1/5th scaled, frogs 1/4, spiders 1.4, nautili 30%. (Still dialing these in).
* Oak trees now drop acorn items. Apples to only drop from new fruit tree, can be harvested non-destructively.
>>
>>561853606
Yes you can make your own ponders however it requires making a full on mod in java. Not promising too much but I can help you out with this.
>>
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Would you say that a content mod is worth cutting for a worldgen mod that conflicts with it?
>>
>>561854537
I don't know if it works for VS stuffs but there's this
https://www.curseforge.com/minecraft/mc-mods/ponder
>>
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haven't been following nuversions lately but what the fuck happened why did they skip 24 major updates
>>
>>561856815
They changed to a new update format because they're never making a "major" update again. 3 blocks and a mob forever.
>>
>>561839314
>game releases in early access with a bunch of literal WIP signs everywhere
>despite it being a voxel survival adventure game everyone has the same first hour with the golem and sky island and unfinished NPCs
>turns out its barely different from minecraft except a fresh coat of paint
i have to assume it was just the graphics and fresh visual designs like animations that people were hyping the game up about, because yeah the game was just straight up minecraft with some QOL

their most recent patch note has them still adjusting things like chest size, like literally no one playtested this for more than an hour before initial release
>>
>>561858647
>adjusting things like chest size
lewd
>>
>>561839314
no idea I filtered the word the first day then after a month or so I unfiltered and forgot about it, honesty surprised me seeing this comment I thought I broke something
>>
>>561853606
>Still, I like the idea of starting off with a grappling hook and glider rather than an airship
You could try adding one of those air balloon mod as an equivalent of the vanilla boat
For earlygame ship-building, shouldn't there an item in VS sail that automatic convert a build into a valid VS ship ? You could also have some premade ships build near the dock so player can copy it using schematic
>>
>>561853606
Ok early grappling hook and glider is awesome. But needs some different terrain than I thought you were going for, more broken and vertical like FLAOT.
Try it out in the end isles you will see those are pretty good for airships, particularly if you make them a bit more sparse. But the grappling hook is completely useless.
>>
I'm in. Continuing the island build today.
As a reminder, the mushroom island oil platform is fine. See >>561794350
Getting a little antsy about our modpack update. Which everything is ready to update on fabric.
>>
where does the steam come off the RC boiler?
>>
>>561866604
2+ layer
>>
>>561868102
it just wasnt warm enough to actually let steam off
my God the big boi takes a while to heat up
>>
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100,000 kiloton nuke
>>
>>561875012
you met me at a very iranian time in my life
>>
which mod is fun and wont RAPE my RAM usage and CPU and stuff?
>>
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RAAAAAAAAAAAAAAAAAAAAAHHH
STEAM SEPARATOR WHY ONLY 1 PARALLEL FOR COMPRESSED AIR
IT DOESNT SAY ANYWHERE IT WILL ONLY DO 1 FOR THIS RECIPE
>>
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Oh, it just needed more fluid output space
>>
>>561879198
touhou little maids can be put to use for this
>>
>>561879458
To store more fluid?
>>
>>561880008
Convert fluid into mob egg
>>
>>561879458
How about an avali? https://files.catbox.moe/fd6mir.png
>>
>>561410796
>bored of craftoria
>anon is playing terrafirmagreg
>try it out
>spawn in
>native gold, hematite, copper and tin nuggets all within 30 blocks of spawn
im gonna see you on the moon in 2 days
>>
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>>561880347
What in the goddamn?
>>
>>561876926
are you feeding it enough steam?
>>
>>561881925
Read the next post
I didn't give it enough fluid output space
>>
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Moments before disaster. One thing led to another. Stay safe around the build limit drop hole folks!
>>
>>
>>561887532
Post the Ferris wheel with another (or maybe the same) handsome Steve jumping about
>>
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https://youtu.be/Xjq3hp9vkWo

Thoughts? Seemed like it was just slop at first but it seems to be well-thought out and actually includes new blocks instead of using stripped wood for different wood variants.
>>
>>561880980
wtf dont mog me like that
>>
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>>561887690
>>
>>561890245
Stupid slop can't even put the mod name on the tile I'm not watching that shit
>>
>>561825458
any good gtm+magic pack yet?
tech only gt pack make me want to tear my eyeballs out
>>
>>561840701
input side that also can be manually extracted, like if you need to pull out smth from input slot for whatever reason
figured this out cause custom E9E recipe need you to centrifuge bucket of stuff and left the bucket on input slot
>>
>>561854923
Looks tedious, but exactly what I need. Might also make for a pull request.

>>561860804
>hot air balloon
Ah yeah that’s not a bad idea. Something slow and small but dead simple and relatively cheap. Especially good for getting up to the islands after you’ve fallen down. It’s probably a good idea to have a variety of flying methods, there’s a flying mount mod (a big bird) that might be a good addition too. Slashblade doesn’t really fit though.
Yeah there’s the bottle from Sails, if the helm doesn’t prove disruptively OP I’ll probably use it. It’s probably for the best that Wanderlite won’t be required to make a ship, so I’ll likely disable that method of ship creation, and Propulsion’s, but I will first have to investigate to see if there’s any difference between those they work. Maybe there’s a place for higher-tech physics infusion.
No idea how schematic copying works.

>>561861583
>But needs some different terrain than I thought you were going for, more broken and vertical like FLAOT
I get where you’re coming from. With the right seed my current generator makes islands at spawn close enough together that the grappling hook is useful, and the grappling hook is still very useful for traversing the undersides of islands. If there was a generator with dense shattered islands separated by large voids that would be great, but the closest I’ve seen is Aether II Highlands generation. A hot air balloon is likely a good addition to the starting inventory.

>>561890245
Seems like more large-scale terrain that looks good but isnt very fun to play with. Sloping hills just aren’t fun to play with because you have to jump a fuckton, churning through your hunger bar, which is brutal before you’ve got yourself a farm.
>>
Well well well if it isn't starting to come together. Got some more help but plenty of space left for whoever wants to do a little build here!
>>
>>561896443
is it on create 6 already?
>>
>>561854060
>You cannot play the mod in anything other than hardcore mode.
stopped reading, dogshit mod for a dogshit unfun gamemode
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WEEBS! Your time is now. Check this shit out:
https://modrinth.com/mod/sengokujidaimod

Full overhaul, total conversion, everything is jappified. There's kami, oni, yokai, ronin, and all that shit. You will not find chicken in the wild, there's crane birds. Loads of structures and every single biome is overhauled in all 3 dimensions. Everything looks and feels like you are in 1500's Japan. Seems like a ton of effort went into this one, it's super complete. The combat with a katana is fun as fuck even without Better Combat but the screen recorder tanks my fps so I can't really show it properly. There's a load of weapons and armour, I tried the musket too which is a crossbow but actually cool. Some sneaking mechanic too maybe, it seems like you can really ninja it up.
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what's the point of installing hundreds of mods, playing for 100s of hours if everything you make looks like cubes and belts and like someone left a factory outside in the rain?
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>>561890245
im not watching your jewtube video

there are many, many biome and terrain generation mods that can match anything you'd like, from pure vanilla, to slightly amplified vanilla (tectonic for terrrain, terralith for pure vanilla block biomes, biomes o plenty/ o the biomes you'll go for vanilla+ biomes) to crazy changes like jj's thunder, big globe, etc.
another biome mod that adds in some new blocks in the new biomes would be another one to the pile

i think a larger problem is when you try to re-grow trees in these biomes they don't follow the biome's generation, they follow default minecraft which are rather ugly in comparison and it means you need to "save" the trees and cant cut too many down, a mod that fixes that for terralith/etc. would be very helpful
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>>561501285
>Better Than Adventure
>looks inside
>nu-Minecraft backported to Beta

Minecraft modding is so dead and gay that these faggots waste their time doing this shit instead of figuring out how to "Forge-ify" the installation of Risugami's Modloader based mods.
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>>561903128
Don't forget this series which is literally all about hallucinating what Notch intended for the game and backporting shit.
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>>561903053
This mod does exactly what you want. He added these massive trees and you can grow them from saplings. It's tectonic height map so big mountains too and then there's much more temperature gradient stuff to make far away biomes on DH not look like crayon blobs.
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>>561903729
Never heard of it, sound like STALKER OLR 3.0 where the guy making it implemented every single idea devs ever had, even retarded shit like getting tetanus and dying by stepping on something, which makes zero fucking sense in gameplay and was scrapped for a reason.

I'm just pissed that when people get to modding Beta in the current day they do gay shit like this, either trying to throw in everything that was ever removed during development including Rana without any care for whether or not it makes sense, or getting fake nostalgia for versions you've never played which is evident with how BTA does everything nu-Mojang does and is completely disconnected from what Beta was.

I am an oldfag that managed to save almost every Minecraft related file that I ever had, and I'd love to replay those memories without having to go through the entire META-INF .class hell of Beta modding, which even then was a major PITA as evident by the amounts of randomly renamed, unidentifiable minecraft.jar files I still have when I was modding that shit at 10 y/o.

You'd think that with all the crazy feats people pull off nowadays one would figure out how to repackage those in a way that would make Beta modding as easy as post-Beta Forge era modding, but no, let's remake the modern garbage versions in Beta 1.7.3 because muh "nostalgia".

Faggots have no idea how Beta modding looked like.
>>
i have reached the important threshold of not making circuits by hand
time to decide what i'm doing to make mv power not suck
i kinda wanna do natural gas refining but the better decision is probably to just crank up my LBB, redo pipes for polyethylene instead of potin, and throw down a few more steam generators
>>
>>561905000
>I am an oldfag that managed to save almost every Minecraft related file that I ever had
You might have files that have gone missing entirely due to file hosts shutting down/deleting old files, see about getting them on Internet Archive. When did you start saving Minecraft files, and does that include game versions?
>>
>>561906881
I started playing and modding in March 2011 and also had interest in older versions. I also have a ton of old content for Sims 1 and 2 that's gone online but it's all so scattered and I don't want to just upload my entire private file archive.
>>
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>>561890245
>>561904278
>fences as logs
Yeah, no, this shit is ass.
>>
>>561907481
They're special log fences. But yes, they should have unique models.
>>
Is voxy better than DH? I guess it doesn't matter because of the retarded versions it's on but I'm still curious about it.
>>
>>561905000
Now THIS is a mod
>>
>>561907481
jeb would be so fucking proud...
>>
>>561904278
sounds good then, hopefully the trees work with tree-felling mods as well
sadly im already ~1.5yrs invested in a world with terrain generated or i'd give it a try
>>
>>561901703
>stopped reading,
Whatever. Go back to playing creative and sculpting gacha characters out of blocks or whatever other faggoty shit you do.
>>
>>561896178
>No idea how schematic copying works.
https://create.fandom.com/wiki/Schematic_And_Quill
The idea is that at the starter dock you have some prebuild basic airship with scaffold around them so new player can easily copy the ship their like and rebuild them using the schemacannon.
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>>561907481
Remind me of this
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>>561918223
spoiler that next time
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>clear out dirt and gravel above realgar ore to avoid needing support beams
>as soon as im done it starts snowing
im putting the roof back on i cba
>>
>>561918223
Add NoCubes
>>
>>561918325
He adding custom leaves next update
>>
It's nice they let you double the speed of pyro ovens for free when you separate air
>>
Anime tiddy?
>>
>>561931892
In my block game? Where? Gimmie!
>>
Here your islandserb pack
https://www.curseforge.com/minecraft/modpacks/rrrrr-matey-here-be-pirates
>>
>>561567205
Good morning sir
>>
>>561918689
terrafirmagreg seems like psychosis. why would you combine those two together? they don't mesh properly at all. they're operating on very different gameplay styles.
>>
>>561936941
Think of them like sevtech with diffirent mod for diffirent age
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>>561854060
i don't understand the point of meshing all that other stuff in with the hardcore thing. the hardcore thing could be applied to any modpack. the other stuff are you adding individual gameplay elements and assets. it should just be two separate mods.
>>
>>561937046
i get your point, but sevtech made more sense and was more cohesive. why not just play GTNH? that's already lacking in cohesion imo, but it's got more work done on it than pretty much any other modpack to the point that it's really its own thing.

like i know TFG has its niche, but i'd still rather play TFC and GT in modpacks that centralized them around tech or hardcore survival. completing all of TFC just to leave it behind when you're deep into GT just seems insulting to my long-term investment.
>>
>>561925501
plus it gives another use for the excess nitrogen you'll have lying around. but you can't use nitrogen to get coal gas since you have to use steam to get that. but the nitrogen would be good for benzene still. coal gas is good for naphthalene for making PBI without having to do the chromium step.
>>
>>561937285
To be honest most attempt to mash TFC with other technology mod are failure since by the time you reach to the good part of the tech mod the TFC "survive and thrive" part is long over so they end up being janky. The few TFC packs i consider are AutoTFC + TechNodeFirmaCraft (both have dedicated mod to mix the tech part with TFC late-game without giong overboard on the tech part) and OmniFirmacraft Plus (which basically expanded TFC with magic mod)
>>
>>561937086
>i don't understand the point of meshing all that other stuff in with the hardcore thing. the hardcore thing could be applied to any modpack.
I want a mod I'd want to play, and I want a vanilla-like experience without all the horseshit Mojang has added over the years. Camels? Good. Armadillo armor for wolves? Stupid as fuck. We already had leather an iron ingots, "dog armor" should consist of a spiked collar. (Working on that.). While some of the mods out there (even the ones bragged up here) look technically compelling and raise the aesthetic upward, they're no longer vanilla.

If I even release this at all, it's an all-of-nothing proposition. You can have the cool stuff, but you'll never get to do anything with it in creative.
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>>561934372
what is it
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>cataclysm added a bunch of non-boss dungeons and structures
Wow, it actually has a reason to be installed now.
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>>561938839
>Camels? Good. Armadillo armor for wolves? Stupid as fuck. We already had leather an iron ingots, "dog armor" should consist of a spiked collar. (Working on that.).
why should it consist of that? why are they wrong and you right? (i like your idea btw)

anyway you should really just make it so you can turn parts of the mod on and off in the settings
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>>561943312
>why should it consist of that? why are they wrong and you right?
I was blessed with by the gods with extraordinary insight into the nature of shitty video games and how to fix them.

I'm fixing furnace minecarts and adding a UI to them. 3 throttle speeds (plus idle). I think I'm going to make it so multiple minecarts can be chained together for actual trains.

(I'm actually too cowardly to jump in on any of the hard stuff. Still working through all the mechanics.)
>>
>VS Encumberance means a player or chest with a stack of iron blocks weighs down the ship and even tilts it off balance
This is obnoxious but kinda fun. And it incentivises really big ships with lots of lift capability, and having a ship nearby to depot to.

I'm currently getting an intuition for the core mods by trying to build a cheap, simple, and easy to fly vessel. It is going poorly. Gasworks isn't cheap or simple, and propulsion's heat system basically requires two seperate burners for the air pump and the stirling engine.
>>
>>561946348
With multiple players, you could probably make a hand-cranked ornithopter by having one player manning the crank and another manning the flaps.
>>
>>561947128
Not sure about flapping wings, but definitely a hot air balloon or blimp, maybe a helicopter, but even then flap bearings irritatingly require a constant rotation force to update their state, and the tilt adapter is arguably worse. It would be nice if flaps were simpler, at least for smaller craft that don't need much control authority. A single hand-crank going to all control surfaces and the propellor would work, but then the redstone control of the flaps would be tough.
>>
>>561946348
You are trying too many thing at one, why not use focus on a mod that allowed airship to be made easily first, then you can use other mod to make the airship flying faster or have bigger mass
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>>561947958
>why not use focus on a mod that allowed airship to be made easily first
Well you see, you either trivialise it with VS Tournament or Eureka, or you have it only unlocked by mid-game Create, there doesn't seem to be any in between. If other anons want to try making barebones airships I'd love to see what can be done.
>>
>>561950168
>Prototype airship made via VS Tournament or Eureka is slow as hell and cannot carry much unless you spam more balloon or redstone propeller
>You need Clockwork bearing or Propulsion's Thruster to make a proper airship with base and cannon
>>
>>561951714
I'll look into this, but I'm not hopeful. It seems like Eureka's control chair will always be more powerful than the controls from the other mods.
>>
>>561951904
Since they are all VS ship , why not let the player all control them using redstone
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>>561937285
When i played sevtech (many years ago) i thought it was dumb how i was going through the game and progressing and then all of a sudden i had to go to some hecking evil biome to do dark magic?? the totem magic also was kinda whatever but at least i guess it makes a little more sense as a gate to represent like primitive nomadic people... idk it felt pretty disjointed to me, although i only got to like making diesel before i stopped playing
i genuinely think TFG has been a lot better, i really hated the TFC aspects at first, but theyve grown on me, and i think create does a good job of bridging the primitive TFC stuff and the tech GT stuff, and at least for me now (early/mid LV age) the TFC stuff still matters a lot, i still have to deal with my food and temperature and mind supports while building and mining
although i would rather play gtnh but im waiting for my bestie to be less busy with work so we can play it together
>>
>>561947686
>>561951904
The VS planes and tanks I see usually have Drive by Wire mod for the controls. At that point it's just as powerful as the control chair or ship helm. Bunch of Create redstone links and a controller is the other alternative but requires much tedious brain-wrenching because the links take up a block. Also players need to choose frequencies for the wireless.
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>>561953349
TFG is scratching my per fabrica ad astra itch.
It's the little moments that I like; ran from wolves into a river and stumbled across a surface copper vein. Came back to a bunny inspecting my pot stash
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>>561957365
>Came back to a bunny inspecting my pot stash
yeah i had rats raiding my grain pots earlier.........
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>>561952161
Well it's either:
>magic chair applies torquing and propelling forces with no control surfaces, no power consumption, and no size limit, manual control only
>even control surfaces require constant Create rotation power to be moved, while propulsion is sensibly required to take rotational power or some sort of gas/fuel thruster

>>561953593
>much tedious brain-wrenching because the links take up a block
There are smart flaps that can be linked directly to your controller. Maybe smart propellor bearings too? I'm not sure how Create's frequency system works though, any possibility of an accidental overlap would be pretty problematic for a multiplayer. Drive by Wire seems like a good solution to this.

On the scale of a 20x20x20 or larger airship, I think all the Create bullshit you have to do to get a working airship isn't a bad thing at all. The whole point is to make a cool steam-punk modpack after all, having spinning shafts and gears and such is fun.
Maybe the solution is that all VS airships are relegated for the mid-game and onwards? At the very least, planes and hot air balloons and helicopters that consume fuel to stay aloft will be somewhat complicated, then maybe the passively buoyant gas-filled balloon and wanderlite blocks would be the late-game? Before the player gains the ability to build even hot-air or fixed-wing or rotorcraft, there would need to be a sufficiently robust selection of transport options. Well, getting a mid-sized hot air balloon craft at spawn wouldn't be the end of the world either, and I probably prefer that kind of gameplay. A shitty hot air balloon with a hand-cranked prop and control surfaces (pic related) is more than fine for starting off, though because Create parts are a prerequisite I'll have to investigate the balance. Maybe short-cutting early-game Create is the way to go.
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>>561958035
redstone link overlap problem is easily solved by making the red slot player specific. like each player must declare what item they will use when entering the server and stick to it
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>>561959161
What mod are these cabinets?
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>>561959292
Yuushya townscape, Farmer's delight and Another furniture
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>>561958035
That's looking awesome. Getting a little excited here anon, very cool stuff so far. You're certainly on the right track.
Create's Redstone Links are basically a little wirelessly activatable lever. You'd put them in the same spot as you have those levers now. Then there's a special item called Remote controller which you can bind your arrow keys to produce those redstone outputs. The frequency consists of 2 blocks you put in there yourself, in multiplayer it's common each player uses the 1st to signal his player name and the 2nd is free for your own use. But people can just input on your frequency and override your controls.
Drive by wire works similarly except there is no physical block in the world, it just applies the redstone to a block magically. There's no frequency needed you just directly set which block(s) receive power on WASD inputs.

Also have you seen Clockwork Additions? I see it has a foot pedal and handlebars for power, could be a good way of early game propulsion before oil is discovered.

Balance-wise, for me, setting up a whole base and Create iron farm and going mining and going to the nether to find a blaze spawner... I'd prefer to sail out into the world and find all the stuff you need. Later of course you would have a whole Create workshop on your ship itself.
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>>561959436
Cool
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>8 years old
>Fully custom content
>Not try hard ultra difficulty pack
This may just be my new favorite pack
>>
minecolonies good
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>>561958035
Unless you get some sort of compat generator, your VS airship will always turn out to be huge and complicate to control, and i prefer it that way
https://youtu.be/PY-1er9sqUk?si=l5DUyr_RSnJOlktq
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Tell me, why is bloat a bad thing?
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>>561967506
Because I said so >:(
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>>561967506
Up to taste, as all things. If you are trying to learn something new it's giga annoying when there are many similar options and you don't have any frame of reference for what to choose and what works with what. Something like Chipped adds tons and tons of really great looking blocks but also completely overwhelms you and fills many pages of JEI so you can't easily find anything. Similarly Born in Chaos or Alex's Mobs adding tons of drops shitting up your inventory kinda pisses me off.
Also, if you make every pack a kitchen sink, you will eventually find that all modding is the same, there's nothing to be excited about in a new modpack cause you've seen it all before. On the other hand in very minimalist packs you can run out of things to do and you really have to scrape the bottom of the barrel to find something fun, bit of a problem on pathserb. Here we see the true strength of TOYMOY: you can start lean and add new mods as you find them without it ever being overwhelming.
>>
>ran out of space for ore processing
>have to move everything over to a bigger area
It wasn't particularly difficult. But it was extremely tedious. Now I just have a wide empty area that I have to repurpose for something else.
>>
*cough* Build vertical *cough*
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>>561969856
But what about performance?
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>>561962916
>old = le good
millennials are the worst
>>
What version is the best for modding these days? Specifically, I'm interested in homesteading and exploration content if that changes the answer.
>>
>>561979562
1.7.10
>>
>>561975881
What about it? You like trading fps for crash frequency? That's what mods like Sodium and Distant Horizons offer you. I think it's not a bad deal. Playing without optimisation mods I never ever crash, the more you add the more risk, and when you do crash you get the most incomprehensible logs so there is no way of knowing whether you're safe or all your progress is getting wiped.

One thing I want to mention is Flywheel. Which is supposed to greatly improve FPS of contraptions. That might be true but it doesn't respect render distance, which you might set to only 8 chunks but particles and contraptions will be animated far beyond that limit. Really dislike that and just makes me question the whole thing.
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a hole
>>
>tutorial video opens with a facecam of a skinny autistic asian dude
yep, it's going to be good
https://www.youtube.com/watch?v=oXH-RWW_Tjw
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Oh what the fuck dudes. Have a look at this:
> https://modrinth.com/mod/reinsmod
Leash animals to VS ships and they can pull the ship. Fucking imagine, horse drawn carriages, santa sleigh with reindeer, bird-pulled airship. It reacts to the weight of the ship as well so a faster horse or lighter carriage improves your speed.
>>
>>561989392
Neat in concept.
>>
Alternatives to keep inventory? I don't like losing items and I think graves/corpses are the same issue as having to do a death sprint because some skeleton 360 no scoped you
>>
>>562001454
>Alternatives to keep inventory?
I've never understood this issue. Why would you want to keep playing after you've died? Game over. Might as well do creative only if there are no real stakes involved.
>>
>>562001454
Let's start with how you feel it should be implemented, like, what sort of solution you're looking for and we can investigate from there. Are you still wanting to retrieve your stuff, but not wanting it to just be given right back to you like keep inventory?
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>>562002275
>go out adventuring
>find good structure
>die
>get into a death loop and literally have to start from square one
im designing a semi hard core pack with food rotting and temperature mechanics + i'm having healing based on this >>561710389 im not exactly planning to die a lot but im not exactly playing a vanilla+ pack here

>>562003009
one of the ideas i came up with a while ago was partial inventory loss like you lose a % of the stacks and tools get damaged but i don't know if there's a mod for it and not exactly in the mood to code it

what i don't want is having to trek back through miles of snow at night because i got shot and waiting until day will kill my 5 minute timer
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>install gun mod
>this guy comes up and eats your sandwich
What do?
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>>562003557
I wish you luck with your kinda-grave as well as your TOYMY.
>>
>>562004942
the toymy is alright, im switching out TFMG for create diesel and create power grid, the actual early game was really fun but do want to figure out a way to remove the grind from the first 2 hours of freezing to death
>>
>>562001454
>>562003557
https://www.curseforge.com/minecraft/mc-mods/configurable-keepinventory
found this mod which is close, not ideal, adding in one that also saves curious mainly for the backpack but that's its own issue

like i would like if the inventory slots were random but at least this can be used to avoid losing main tools and food
>>
>>561959440
>remote
I thought I remembered a seat that output redstone signals from different faces from wasd key inputs, but it isn’t in any of the mods I’ve got now.
>a foot pedal and handlebars for power, could be a good way of early game propulsion before oil is discovered
That sounds really good, I’ll have to give it a try.
>oil
I don’t actually think there’s any oil in my mods, but I’m a Create noob so I wouldn’t know. Looks like higher-tier Clockwork Gasworks fuels are made from coal, potions, and maybe something else. Otherwise you make a steam engine I guess.

Actually a hand-cranked reaction wheel would be a simpler way to steer an early-game craft, no flaps needed.

>>561964774
>compat generator
A what? Do you mean compact?
>i prefer it that way
I definitely wouldn’t want to oversimplify it. There’s room for it to be simpler with compromises for very small early-game ships, but that’s proving pretty elusive. There’s also maybe room to simplify it a bit late-game with enough resource investment (i.e. electric-motors, compact petrol engines), for the purpose of making more compact but fast planes. Well even without electricity, there are gas tanks in Gasworks, which you can probably fill up with fuel for a gas thruster to have something pretty compact, bleeding a little of the reactant gas off for mechanical power.

>>561989392
Neat, but how about having a horse on your airship pulling a capstan to propel it?
>>
>>562003557
Reminds me of Charms of Keeping from TwiFo. Tier 1 is just armour and held item I think, tier 2 is that and full hotbar, and tier 3 is whole inventory. But it’s expensive to get tier 3s.

>>562006916
What motivated that swap?
>>
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>waterframes 1.12 backport can project securitycraft cctv camera footage onto screens
This gives me an idea.
I could do a clay soldiers battle arena with lots of cctv cameras placed around the combat zone. I could link them up to a big jumbotron on one side of the arena that gives you closeups of all the action.
But I could also conceivably make a sports betting bar back in my city with a bunch of tvs mounted on the ceiling showing all the different perspectives, so I long as I chunkloaded the arena.

Tropical resort, moon casino, ski lodge, and now this. As if I needed any more crazy megaprojects
>>
>>561959161
each colored leather junk counts as a separate item, just make them uncrafteable and add a /give leather horse armor with an unique color every time, maybe go a little more sophisticated and make a kubejs thingie that handles that as a separate dyeable item with not uses at all
>>
Has anyone made a gimmickpack that tries to turn Minecraft into a bootleg version of Minecraft?
>>
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>>562003557
>im designing a semi hard core pack with food rotting and temperature mechanics + i'm having healing based on this >>561710389 im not exactly planning to die a lot but im not exactly playing a vanilla+ pack here
I'm designing a mod where if you spawn in one of the cold mountain tops, you'd want to commit suicide to get it over with quicker. Except you won't have time to do it before you die of exposure. But if you somehow do survive, it will feel like an accomplishment.

But I got sidetracked giving the furnace minecart a gui. Actually finished it before I remembered you can't sit in the fucking things... so now I'm working on linking carts together with chains. Just finished experiments, even if putting two furnace minecarts together could mean something, you can only refuel the one directly in front of you (and how the hell would the throttle work if you got them mismatched?). So I dunno. It seemed like a good idea at the time. Also, even at double speed, you can still sprint faster than the thing... I may have to increase its speed.
>>
>>562017514
TFMG hasn't been updated in months, the dev doesn't want to make a simple fix for a 1.21 version issue and on 1.20 there's an issue with the chemical mixer that i and other people are aware of but dont know how to replicate (functionally breaks the item)

diesel generators is less complex in the fuel processing department but main focus is the gameplay of setting up a pumpjack that will one day run out of oil

as far as the death mechanics go, the solution i found was pretty nice, turns out most of my frustration is just losing food and tools and torches + armor, which especially since 2/3 of my deaths during testing now were more on the random side i'n satisfied so far

>>562028125
wishing you luck, i personally like my survival to start a bit further from stone age

if it's in your mod's scope would like self placing rail carts
>>
>>562029551
also pissed off that i forgot terralith changes stone generation like yeah once you find an andesite cave you're set for life but if it's slightly out of the way you're soft locked from create

deciding if i add in a second biome mod for more cold biomes the birch taiga doesn't actually have snow in it and i kind of like the idea of getting access to birch wood
>>
>>562029551
>if it's in your mod's scope would like self placing rail carts
What would you want those to be like? I suppose dispensers? It's not out of the question.

But I think I'm working on stair+rail blocks first. Getting tired of having to decide whether to have rail on my diagonal shafts or stairs, should be able to have both.
>>
>>562027250
>not enjoying redstone sabotage
I’ve always wanted to have a mod where you use antennae and redstone computers to triangulate wireless signals, for ICBM targeting. Jamming, radar, the Russian Woodpecker. You could also triangulate distant lightning strikes and earthquakes.

>>562027637
Seems like you’d just take beta or a beta-lookalike modpack, and add an overly realistic modern gun mod, an item physics and mob animation mod (especially death ragdoll animations), and a shitty texture pack.
>>
>>562030749
you can absolutely do that and it's even better because you need to guess the exact color formula used to encode the leather thing
>>
i joined 5 different servers, both modded and vanilla, and asked "hey are there any towns that i can settle in" and got ghosted in 4 and got told "there are lots of towns" and then ghosted in 1
i just want to build with people :(
>>
>>562032812
join pathserb and you literally spawn in a town you can settle in
>>
>>562030496
yeah i guess dispensers work for a recipe, they have the function in create but would be nice to have an alternative that doesn't require jerking off andesite shafts for 3 hours
>>
>>562033152
im american and i miss peak euro hours
>>
>>562033201
>yeah i guess dispensers work for a recipe, they have the function in create but would be nice to have
Well, if I come up with something I'll say something. But honestly, I'm not sure how that should even work. Help me figure out the mechanic.
>>
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>>562030749
>Seems like you’d just take beta or a beta-lookalike modpack, and add an overly realistic modern gun mod, an item physics and mob animation mod (especially death ragdoll animations), and a shitty texture pack.
You gotta replace the player models too.
>>
>>562034956
holy slopsovl
>>
hmm i think i will build a bakery in spawn town
>>
>>562034956
Oh yeah. Shaders and DH would help too I say.
>>
>>562036142
>DH
Even better: a skybox with pack.png's hill tiled over and over again surrounding the world
>>
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@grok I just got another 10 tons of polonium
>>
>>562034551
since you've gone through the effort of setting up UI for furnace cart
>if front cart is dispenser cart & is linked to active furnace cart, check inventory
>if rail is in slot, check adjacent and forward direction
>if there is a block a rail can be placed on, place a rail

https://youtu.be/DLHWvjB_BFM?t=427

as i mentioned this is something featured in create, including a block to scoop up rails
>>
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happy noises
>>
Which cave mod should I go with for 1.20.1 to make them more player-sized, WF's cave overhaul of YUNG's Better Caves? Or is there an alternative?
>>
>>562039056
Once I moved into my newer base, I just craft polyethylene on-demand
>>
>>562040682
I’ve never looked for cave mods since the cave update, I know Yung’s was great before that, but I wonder what changes it makes now? I’ve seen a lot of cave biome mods that look pretty bloated, but there might be good ones.
>>
AutomineMicrocraft
>>
There should be a horror mod, dweller style, but the monster is just particle effects, would sell like hotcakes.
>>
Solas shaders? More like soulless hahah..
>>
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What we do here is go back
>>
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Scary...
>>
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Dios mio.... escorpion
>>
>>561974581
That sounds gay.
>smoke blowing in each other's bottoms
>>
The Ben's sharks mod has a bowl of shark fin soup that gives the darkness debuff like the warden gives. I wasn't expecting that, but it really made swimming spookier. I've got the deeper oceans mod too and ambient sounds 6. It was cool as hell. It's all dark like the actual ocean and you've got fish and weird sounds everywhere. I've got ice and fire that adds sea serpents too but none of them came after me.

The effect lasted 15 minutes though, which is way excessive.
>>
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Here in my home, I feel safest of all. I can lock all my doors, it's the only way to live!
>>
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Nature is healing
>>
>>562062156
Shader can do that right
>>
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He's climbing in your mineshaft,
he's snatching your minerals up,
hide your coal,
hide your iron,
and hide your diamonds,
cuze they mining every ore out here!
>>
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Gulp
>>
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>>562063492
>>
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Full Metal Alchemist
>>
>>562064695
Very nostalgic texture pack.
>>
>>562064695
aaaaand game over, you've won
>>
>>562063492
>>562062659
>>562062258
>>562064695
god sphax is so fucking ugly
>>
Are there any alternatives to Iris?
>>
>>562029551
>>562030315
game crashed a minute ago don't like that but it's fine might have just been a 1 off thing

kind of having a conflict of interest on one hand i like how minecraft mechanics interact with each other, immersive weathering makes moss grow on rocks, can shear off for clumps, clumps make moss blocks and bonemeal, 4 moss clumps and 1 bone meal are enough to perpetually make more moss and you can eat the moss, moss can make azaela trees, those can result in dirt, very fun to find a line for sufficiency when the surface is a frozen wasteland

on the other hand though, any time a magma block spawns in water it completely nullifies the heat and dangers of suffocation, like surely i can just mod the air out and remove them as a heat source but then they have no function other than as a trap item
>>
>>562077218
They're probably grooming kids in there.
>>
>>562077218
>"be gay do crime"
And the crime is peddling HRT of dubious origin to kids to groom them into ruining their lives over some degenerate fetish.
Fun fact: DIY HRT websites these people share have explicit instructions for children on how to hide it from their parents, obviously nothing suspicious or morally dubious about it, it's """life saving treatment""" after all
Fun fact: this is called "pinkpilling" where tranny groomers manipulate impressionable children with unrestricted access to the Internet into trooning out as they take some sort of sick sadistic pleasure out of it as they can no longer get an orgasm after cutting off their dicks
Fun fact: every time a government passes legislation meant to curbstomp this satanic bullshit, they lash out and threaten violence against anyone who dares to stop them from grooming children

Anyways back on topic: when will we finally get a proper lightweight shader mod for 1.12.2? 1.7.10 got their fancy backports thanks to GTNH and OptiFine is fucking slow and bloated and causes metric fuckton of issues with various modpacks if you want to use shaders. Recently I tried using them in Divine Journey 2 and the sky would shit itself no matter which shaders I used.
>>
>>562089485
>OptiFine is fucking slow and bloated and causes metric fuckton of issues with various modpacks if you want to use shaders
False, you bought into a narrative spun by people with an agenda.
>>
>>562092057
the """"""""""""""agenda""""""""""" is that mod devs don't want to deal with closed source retardation and should tell retards to fuck off when optifine is clearly the problem
>>
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>>562092057
It is slow and buggy. It increases my loading times, trying to change any setting or shader leads to the game hanging for like three minutes, and it's aggressiveness is getting in the way with shaders, like the sky in DJ2.

It's about time 1.12.2 chads gets some appreciation as well.
>>
>>562092438
>>562092521
Optifine works better than Soidium/Entrannium or whatever the fuck.
>>
>>562092680
you are genuinely retarded if you think this
>>
>>562092680
I essentially exclusively play modded 1.12.2 and I'm tired of dealing with Optifine. If 1.7.10 chuds got a backport of better shader implementations, so should we goddamnit.
>>
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>>562092703
>>562092860
Soidium was made by a they/them troon, you got psyopped by bots and paid shills.
>>
>>562093105
>DURRR I CARE MORE ABOUT CULTURE WARRING IN THE LEGO BLOCK GAME THAN OBJECTIVE PERFORMANCE
>>
>>562093105
Well clearly the HRT didn't eat away all of their brain cells when they're able to write code that performs better than Optifine and that's all I care about. If you're so obsessed with the culture war you can make your own chuddy fork that troons will try to take down so that you can then pull the newest code changes from the upstream if you care so much about that.
>>
is gregtech horizons worth playing?
>>
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>>562093414
No.
>>
>>562092521
https://git.taumc.org/embeddedt/celeritas
https://github.com/kappa-maintainer/Celeritas-auto-build
You can try Celeritas, it's a fork of Embeddium. It also includes Iris/Oculus.
>>
>>562093414
No, play GT:MEGA.
>>
>>562093197
>>562093293
There's zero conclusive and unbiased evidence that tranny mods ending with -ium actually improve performance.
>>
I dont care about trannies I just wanna play the game
>>
>>562093414
it's a good modpack if you want something to commit too long term
>>
>>562093725
If only it did this
>>
>Precision Mechanism
You've got to be kidding me
>>
>>562094240
It doesn't have shader support (yet)
>>
>>562062156
Have you tried other ocean mob mods? What about Thalassophobia?

>>562077218
Is the Oculus fork for Forge any different?
>>
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Don't know why this faggot's bridge mod is in so many packs (17,676) when they generate like this.
>>
>>562111324
yeah i took that off mine because theyd either be all ugly or just too short or not in the right space
>>
>>562100741
>he doesn't have precision mechanisms self assembling
>>
>>562111324
nether portal fix and fastfix are in every pack despite improving nothing and causing bugs
>>
What mods do you use to turn villagers into cute girls?
>>
>>562117737
Create: Estrogen
>>
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Is there such a thing as a standardized benchmark/showcase world? Not seeds, but an otherwise empty overworld with e.g. all blocks and entities showcased, some simple redstone etc. For example one could use it to examine a full resource pack in a detailed and fast manner or see how different shaders cast shadows or process PBR on different simple buildings.
>>
>>562122107
yes
>>
>>562122605
Do you know where to reach the maintainers? I have a critical issue to report
>>
>>562123871
no
>>
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Is it correct to see Minecraft Beta/Beta-style modpacks are the Millennial burger joints of modding?
>>
>>562126645
maybe
>>
man i love setting up a perpetual engine
>>
>>562126645
They work fine, you get what's
on the tin 90% if the time, what else do you want?
>>562092680
But it doesn't
>>
>>562122107
press alt when switching world types, there is a debug world in vanilla minecraft that does exactly that
>>
>>561943312
Consider rescuing the main good part of Rustberry Troonvored and rework all tools durability skipping stone entirely, is a pretty neat concept with the hardcore vibe you're going on.
https://moddedmc.wiki/cs/project/raspberry-core/latest/docs/rf/gear
>>
>>562126645
millenial burger joints are good, actually.
>>
>>562128841
>we do things a little differently here
>*removes the nether and end*
>we're just two guys with a crazy idea
>*removes enchanting*
>this modpack is for people that want a nice vanilla minecraft experience... with a twist!
>*removes villagers*
>this is what Minecraft SHOULD be!
>*adds create*
>>
>>562129773
Not a problem on Mangopack.
>>
>>562129917
Taking a bunch of actual mods from beta and slapping them together isn't what most of this slop is though. You will take the glup shitto mobs and fanfiction ideas of what Notch intended the game to be you will enjoy them.
https://www.youtube.com/watch?v=82o_ivT92Z8&t=205
>>
>>562129329
this fits most of my needs
thanks
>>
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@everyone
>>
>>562133054
that's actually neat, react with a fag flag or equivalent in my stead
>>
>>562129584
That's retarded, it's easier to just start with stone tools.
>>
>>562129740
Never been to one, but yeah of all the modern things to make fun of, food that isn’t packed full of preservatives and perverse quantities of “naturally derived” flavour enhancers shouldn’t be the one to focus on. Onions and other “meal replacements” deserve that ire far more, though maybe that’s more of a gen-x thing.
>>
>>562077704
>>562127760
>decide to reexamine alternatives to blaze burners
>see create: more burners
>premier addition is an FE burner
>remember that create: power grid is less obtusive to start than electricity from TFMG
>turns out any meaningful power still needs brass (starts with mechanical crafters)
>remember Ad Astra is on the list too
>should probably double check all of its stuff don't want any weird sequence breaks
>turns out the mod's power generation for early game is purely functional so that it can work standalone
>coal generator will output FE but extremely inefficiently especially at resource cost
>4 of these surrounding a more burners block will be just enough to power it to make brass
>great how do you make it
>needs netherrack
i guess i'm not opposed to someone going to the nether to get netherrack, the temperature mod will fucking nuke anyone that isn't prepared to be in there and the myriad of scorched guns enemies will blast you

considered doing a biomancy thing to get soul sand (less complicated than my original plan of having a mechanical spawner in a structure that would then use a biomancy method to get blazes spawning) so you could make basalt and then haunt it but yeee if the detour is just "make a nether portal" and then step inside for 1 second to get the right block that's a lot less painful

hell might just turn back on the nether portal ruins

pretty cool about ad astra though and it even by default works with create: diesel generator's crude oil, while there is a charm to oil wells as a physical thing gonna be real they're a big eyesore if you can't do anything with them for several hours
>>
>>562077218
optifine has always been better but the tranny status quo has brainwashed everyone
>>
>>562143626
Create: Low Heated adds a solid fuel burner.
>>
>>562116825
I just wanted robot arms....so I can make a Dirt Farm
>>
>play game
>suddenly find a Caracal with a Trollface
>go back to base
>items being displayed on my Supplementaries Shelf turned into fish
>remember what day it is
Funny
>>
>>562160851
too bad 4chan's gimmick sucks
>>
wake up
>>
>Deployer isn't working because its overloaded by items
>item is a fucking large cogwheel the thing you need for Precision Mechanism
>Deployer with the Iron Nugget isn't working as well
What the fuck is going on?
>>
>>562179562
Screenshot us sir, might be you have things in the wrong order or something but there's no way to help you over text only.
>>
>>562157512
im using picky wheels from the same dev but i don't want to use low heated because the burner it adds is another block that asks you to set up a fan and ngl i hate how much of create is actual create but set up another fan to wash or smelt or haunt something
>>
>>562093414
meaningless question
>>
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EBF power supply DONE and PASSIVED
>>
>>562185086
show me your overworld map plz
>>
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>>562187269
lol sure this is the full map, ill post the area i live in too
>>
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>>562187752
>>562187269
the main area i move around in
>>
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>>562187752
ahh the things men do for the tasty clay
>>
>>562188005
ive actually gotten all my kaolin clay from THE BENEATH, that trip was for any kind of latex trees and i managed to get kapok trees
>>
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>>562188084
I've never toyed with any TFC mods beyond base TFC; do you have any tips for below bedrock?
Also just found kaolin myself so I can get out of the wrought iron hole. Found a whole band of volcanoes only 5km from my spawn and with a decent climate... resisting the urge to spend my 2nd year moving base and setting up the magma smelters
>>
migrate
>>562189004
>>562189004
>>562189004



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