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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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Several Potato Batteries 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: >>561171476
>>
>>562189004
https://files.catbox.moe/wv54i4.zip

Hello please check out my cold world factory pack it's getting toward where i want it to be
>>
>>562189309
shill it to me
>>
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>>562189234
some armor is nice, the kaolin blazes teleport after you and shoot projectiles, also you can find kaolin/clay deposits in the lush zone pretty easily by using the map because theyre brown instead of green (might be season dependant though, definitely in the winter I think), you wont know if its kaolin or just clay until you get to it but its wayy better than just running around looking for it aimlessly, you can see an example in the highlighted chunk in to the northeast in the screenshot, and also on the left side
its also really warm so dont bring winter clothes, other than that its pretty standard nether-y... piglins and magma slimes and stuff
>>
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Making a pack that exemplifies everything wrong with nuversion attempts at aping the beta Minecraft style, would this be an excellent addition?
https://modrinth.com/mod/fbp-renewed
>>
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>>562189846
another important general tip is to make sure theres not too much snow in your pig pen so the pigs can climb over the fence and escape.
>>
>>562189775
Early game is surviving against the elements in a world covered in snow with additional biomes, seek out alternative ways to get your factory powered when not able to rely on waterwheel cheese, fight tough enemies and aliens with guns
>>
> TFG
Does it have big rare TFC ore veins?
>>
>>562189309
>>562190827
That does not sound very cold to me, come back when you have to mine wood out from the glacial
>>
>>562193248
or you could download it and see how long it takes you to make a house
>>
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bloat good
>>
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sry for the lack of updates been too busy minin' 'n craftin'. Here's how my base is looking, at one point an ogre came and blew up my thaumcraft set up but that was a while ago. I managed to track down 1.2.5 versions of battletowers and better dungeons so now I'm gonna go and find some of those to fuck up.
>>
>>562130327
Ironically at this point Mango pack is way more polished than 90% of the nostalgia slop in Curseforge, it even supports somewhat modern shaders. I think the only of these packs I liked was Soft Wind and isn't even mentioned anywhere.
>>
>>562190865
i dont know :) i dont know how big the vanilla TFC veins are
>>
>>562196243
The problem with these "beta on nuversion" packs is they can't help themselves. They need to add Abnormalslop, they need to add Quarkslop, they need to add Supplementarieslop, they need to add fanfiction bullshit based on a single screenshot of a test build some dev shared on their twitter 15 years ago, they need to add "LE HECCIN AETHER BROOOO". Classic Minecraft is about having less stuff, not more.
>>
Hey, mateys! Have you been building anything cool lately?
>>
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>>562198345
Maybe
>>
>>562198091
adding slop to the end of something isn't a criticism of it
>>
>>562199664
None of the mods I listed are good enough to warrant actual critique.
>>
>>562199875
you're simply incapable of it
you have no argument beyond
>durrr i fink der shoold be les item but dey add more >:(
>>
>>562199956
They're shit even if you're not trying to recreate Classic Minecraft.
>>
>>562200104
not an argument retard-chan
>>
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>>562198345
It's something
>>
>>562198091
>>562196243
Reminiscence is a nupack and is playable, doesn't have too much bloat, but if you're playing for le nostalgia there's shit like Beta Unleashed, or several of the ugly but featureful shit like Diverge (shit overall though it has an OK idea with its crafting system) Reindev, Cocoa, Better Than Adventure (the best of the lot if you configure it and I.e. use the retro world preset that gets rid of garbage, though is more hassle than is worth, just play something modern or a more barebons b1.7 pack). There's also this shit
https://modrinth.com/modpack/spzis-classic-pack-base
>>
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>>562203272
>https://modrinth.com/modpack/spzis-classic-pack-base
>>
>>562190250
Yeee, fortunately it didn't snow enough to let the piggies I've got escape
>>562189846
Thanks, gonna head into the beneath blind aside from your advice.
>>
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Is there a mod that lets you change things like the hitbox for mobs? I'm using this resource pack and I'd like witches to have a 1 block tall hitbox like their model has.
https://www.curseforge.com/minecraft/texture-packs/blues-better-witches
>>
>>562207540
version retard-kun?
>>
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Sengoku Jidai, weeb total overhaul mod. Wish I could run this thing with shaders it looks so unbelievably good.
>>
Oh dear frens. Spawn is looking unusually Australian today. However could that have happened. Didn't think I'd forget to do any april foolsing did you. You know me long enough
>>
bump
>>
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>>562200140
I'll just lay into Abnormalslop then: their mods are just a bunch of useless shit that does nothing, with ugly textures and shitty mechanics. They bloat the fuck out of the game with food items and potion effects you will realistically never use, and they provide absolutely no config options whatsoever. Look at this shit and tell me it's good.
>>
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>filtering ME Output busses / hatches works now
holy shit lmao you can do all of platline in like 4 LCRs or 1 MCR
>>
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I'm building a simple mob room that I can turn on and off. Time to jaunt for parts.
>>
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Aw yeah, this seems to be a decent design for a starter craft. All hand-cranked, and lightweight thanks to the use of bamboo. No need for flaps when you can just use a reaction wheel to turn. Though the reaction wheel does need brass to make, which needs Create tech to blend and more than hand-cranking. It's still probably better for a starter craft than two propellors for differential thrust (which don't require any Create tech), since powering both at once would require gears and it would be a lot heavier. Having two propellors, one for propulsion and another for yaw is another option that doesn't require brass, though getting it balanced is proving tough since hand-cranks weigh 1000kg by default.

Actually with VS Encumberance you can steer a hot air balloon just by walking about the ship with a few heavy blocks on you. Which is a bit obnoxious, we'll see. Maybe the starter ship should be a bit bigger so it's not as big of a problem.
>>
>>562246610
Which one is the ______flywheel_________?
>>
>>562248287
The big gold-coloured wheel at the base with a hand-crank on top of it. Spinning it clockwise should turn the craft anti-clockwise, though because the devs are illiterate it actually turns the craft clockwise.
>>
>>562187752
>>562187894
>>562188005
>>562189234
Blud casually becoming Christopher Columbus just for some clay
on a serious side, what's your modlist? looks Nuversion
>>
>>562189309
(this is a different save than the prior image after changing from TFMG)
realized i would need to conquer the surface again if i wanted to get strong enough to get to the nether since i need soul sand to do stuff + living in a small underground cave was starting to get to me
>>
>>562253881
its terrafirmagreg modern
>>
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>>562254097
>think the name's a meme
>look it up
>it's real
bruh wtf https://www.curseforge.com/minecraft/modpacks/terrafirmagreg-modern
>>
What would you recommend for hosting a server for /mmcg/? What does it need? What does it NOT need? Should it be available for pirated copies? I've never hosted a server but I'd be open to doing so to play with people.
>>
>>562254283
It's not that odd. 1.20.1 has a LOT of mods.
>>
>>562255217
>what does it need/not need
long term focused mods/gameplay design, mods that are light weight on the server and don't let a random guy make a lag machine by just doing what the mod asks
>available for pirated copies
yeah i mean apparently people who wont spend 20 bucks on a game are more likely to congregate on sites like here

as commentary, in my opinion, servers need to be treated as temporary worlds and reset at regular intervals, like around a year time

while the path serb people seem like nice fellows the entire spawn area is heavily detailed like 200 blocks in each direction, and unless you have an inherent wish to create a location for the sake of building minecraft is a game that works best when there's a reason to go there (ergo that the server is matured (in terms of world age) and some other personal things I disagree with the world setup (very hilly around spawn with no biome variety) it's not personally a server I want to be on)
>>
>>562254097
has the dev made Kaolin clay easy to get yet or does he still expect you to crap shoot 10k blocks away from your home to maybe find it
>>
>>562258559
oh to add on, i think this is a strength of a modded server, very basically saying each season of the server could focus on different mods, help keep each refresh interesting
>>
>>562258694
NTA but there's a meme dimension you can travel to by standing still at bedrock height, there you can find kaolin clay. See:
>>562189846
>its also really warm so dont bring winter clothes, other than that its pretty standard nether-y... piglins and magma slimes and stuff
>>
>>562258694
>crap shoot 10k blocks away from your home
Soulful gameplay
>>
>>562259312
>meme dimension
> the kaolin blazes teleport after you and shoot projectiles
is it fun at least
>>562259341
in fact it is not soulful that amount of time sailing is a fucking hour and there's nothing to do
>>
Is there a faster way to figure out which mods are client and which ones are server so I know which to copy to my server mods folder? This pack has 300+ mods and checking the tag for each one on Modrinth is going to take forever.
>>
Why are The Twilight Forest and Aether still the only mods with real dungeons? Everything else is just a glorified monster room.
>>
>>562259774
>vanilla game covers interesting encounters with its structures
>new dungeons need new types of monster encounters
>most mod developers aren't level and enemy designers
>>
>>562255217
The modpack needs to be not dogshit such that it actually retains players. This means avoiding mods that repel your demographic, like Estrogen or Draconic or Pam's, it also means not too many mods so it runs smoothly on most anons' old computers. Disregard the above for GTNH, some players are masochistic. I think there should also be a multiplayer specific element to the server, be it community building like Pathserb, or a wide enough mod-pool to have different players specialise and help one another, or sufficiently fun PVP or PVE elements.

My opinion is that proximity-chat is a good idea, because connecting to internet strangers over discord is slightly sketchy, and in a sense too formal.
>>
>>562260021
Even the ones with new mobs are just glorified monster rooms.
>>
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>>562260265
i don't fucking know man where's your dungeon mod
>>
>>562260265
sounds like you want boss monsters
minecraft combat is kinda dogshit though, don't know why people choose it to make dungeons and other melee combat experiences
>>
>>562260920
>sounds like you want glorified monster rooms but with a big monster in the last room
No?
>>
kind of want to design a pack based on the Hadean period, just for a different kind of world generation

No idea what I would do for a long term gameplan but just think the idea of a no water world with meteors crashing down would be cool
>>
>>562261010
>sounds like you want glorified monster rooms but with a big monster in the last room
Well that's what Aether and TwiFo do. Their bosses have some unique mechanics, besides that I can't think of anything that sets them apart from Roguelike/Doomlike Dungeons or other similar mods.
>>
>>562242452
PACK?
>>
Does grag still replace every texture with trollface.png on april fools? I forgot to ask earlier
>>
>>562264864
Floramancer
>>
>>562255217
It should be has 1 or 2 mod as the main tech tree, the rest should be QoL mod or fluff like decoration or food mod
If you made a PvP serb, try to reset the world at regular intervals to keep people engage and avoid group or individual getting too powerful
Try not to went too autism on the resource processing part. Even if you want player to explore to find huge vein or infinite ore vent, there should still be an easy but ineffective way to get resource
You can drop teleport mod like waystone, but you can't drop mod like sleeping bag
>>
anyone done anything interesting with the railways untold mod yet? saw another that let trains be damaged by mobs (speed, not block damage) and thought about those shitty horror mods, they might actually be fun with this as an incentive to keep moving
>>
>>562271531
Can't imagine that being anything but a performance nightmare in a pack larger than just it and create.
>>
>>562271531
Trainblock challenge. You may not set foot on solid ground. When you leave the train, you die. Self imposed rule not necessarily enforced by the game, maybe there is some floor is lava or never touch grass mod. You're going to want to assemble and disassemble the train every once in a while to upgrade your base. See if you can make it to the End with this.
>>
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>>562246610
Aw man, looks like Clockwork Additions isn't compatible with the current versions of Create and Clockwork. Anyone have any idea how I can tweak the mass of blocks as far as VS2 cares about them? The default of 1000kg is too heavy for some stuff and too light for other stuff. Even default Create blocks like chiseled granite are only 1000. KubeVS isn't compatible with this version either.

>>562273001
I think with VS2 you'd never have to disassemble/reassemble anything, I'm fairly sure you can couple a VS2 vessel to a pair of railway bogeys. You'd probably also want to have some fixed parts assembled conventionally though, in order to place tracks down as you drive, assuming you can do that with the big tracks / would want to do that instead of following a cool existing track.
>>
>>562274716
Oh and it looks like Big Cannons adds a decent amount of bloat:
>cast iron - compact coal and iron in a mechanical press
>bronze - mix copper and zinc and cinderflour in a heated mixer
>steel - mix coal and iron in a heated mixer
>nethersteel - mix netherite scrap and steel in a heated mixer
It seems at least prudent to just ditch the bronze ingot and rename all the cannon parts as brass. Not sure what to do about the rest, I can see myself ditching nethersteel altogether, steel and cast iron don't really fit too well either, but there's a couple of low-tier wrought iron cannon parts made from common iron ingots. At least not without a more advanced metallurgy mod, or even just a railcraft blast furnace. Maybe that armour block mod would help here, but armour doesn't really work very well on an airship. I don't really want to ditch cannons altogether.
>>
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>wooden tools no longer exist
>cobblestone can no longer be used to make stone tools: you need to use flint or blackstone (stone tools are retextured to match the darker coloration of both)
>you need a copper pick to mine iron or gold
>iron and gold are the same tool tier, gold is still fragile but its high enchantability can actually be put to use
Thoughts?
>>
>>562277290
how do you get flint in places that lack gravel
>>
>>562278556
Name one instance in vanilla minecraft where you can't find gravel within 5 minutes tops.
>>
>>562279002
Desert
>>
>>562279273
You can't find wood in a desert to get the crafting table.
>>
>moving the goalpost
>>
>>562279002
nether
>>
>>562276509
Datapack, you can use this one as a base: https://modrinth.com/datapack/vs-copycat-mass-fix
Don't spend too long on this stuff bro. It's a hole you can keep digging deeper forever but we want to be in the sky.

As for the cannons I also think you might be overcomplicating things. Cinder flour is pretty ass to automate but easy in small amounts. Heated mixer (blaze burner) is THE big hurdle in Create, there's basically before and after Nether fort tech level. If you want to reduce the number of cannon parts, I would say give us only cast iron and bronze. Or only steel if you are going to make blaze burners easy to obtain anyway.
>>
>>562234750
hm golly I can't help but feel like there's a simple solution here
perhaps even one as simple as not installing mods you dislike mayhaps perchance thoughbeit possibly so?
>>
>>562281632
> Heated mixer (blaze burner) is THE big hurdle in Create, there's basically before and after Nether fort tech level
Actually when doing some testing, I found that the solid fuelled burner from Create Propulsion (I think) works in place of a blaze burner. So does the burner from Low Heated when given a full blast from an encased fan, but the burner makes that obsolete so I’ll probably get rid of that mod. I may want to try and tweak this behaviour, I’m not sure if nether gating is a good thing, but that’s how the mod is designed and by now I’ve learnt to leave well enough alone.
Man I wish the heat system with the Stirling engine and such had heat pipes, as far as I can tell you just have a single heat generator directly below each heat consumer. IIRC there are heat pipes in Pneumaticcraft or it’s Create compat mod, but that’s a bloat too far despite how much I like the pneumatic aesthetic.

>datapacks
I feared as much, but hey at least there’s ones I can use as a base. Maybe someone has already done a datapack to change item weights. Someone smarter than me could write one to automatically calculate maximum weights for blocks based off ehat they’re crafted from.
>>
>>562283203
Interesting. It's up to you, I like the idea of this solid fuel burner and skipping the low tech level. In that case you can disable some stuff that is intended for early game, cast iron cannon parts being one example. On the other hand I can see the appeal of Nether expedition with airship to fly to the Fort. Just know it's one (1) guy doing that and he just immediately builds a portal at the blaze spawner for all other players to access it from the overworld directly.
>>
>>562260059
I like Pam's.
>>
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>>562283695
>I like the idea of this solid fuel burner and skipping the low tech level
Making the progression easier is something I am considering just to get airships faster, and I don't really like the aesthetic of blaze burners, but this is basically a magitech modpack so I should probably keep them. Either way I think the superheated blaze burners aren't replaced by anything. You can make airships without a heated mixer if you're fine with hand-cranked props, but that's not a scaleable solution and should probably be limited to the early-game (i.e. the starter ship from spawn).
>On the other hand I can see the appeal of Nether expedition with airship to fly to the Fort
Airships in the Nether could be good with modified Nether generation, I know there's a few datapacks that change it such as:
>Nether Floating Islands - hell islands above the void, densely packed just like the old sky dimension test from late beta
>Diabolical Islands - hell islands above a lava sea, more spaced out like the current Skylands Over The Sea generation
>Amplified Nether - nether but with tall generation up to 256 (can be stretched higher)
>Nightosphere - taller nether, lava river caves, higher terrain in general
>Atmospheric Nether - very tall nether, still with ceiling and floor but wide open, with broad and narrow lava rivers, mountains, lots of new biomes that use existing nether blocks
It's kinda bloaty, but that last one is looking pretty cool, pic related. Pregeneration recommended.

>disable some stuff that is intended for early game
I was actually thinking more along the lines of cutting the high-tier stuff, for balance reasons. Again, they won't be used against high-tier armour or anything, bronze/brass being the top-tier would be perfectly fine by me. And autocannons don't really fit in with the aesthetic either.

Also the modpack is objectively kinda difficult because at the moment I've gated below sea level behind respirators via Thin Air.
>>
>>562286172
Very cool stuff anon. Enjoying the research progress.
Fully agree with you on the cannons, brass or bronze really doesn't matter since small amounts of cinder flour just aren't that hard to make. What I like about cannons is how it encourages players to spread things out over multiple airships. If you make one big base on one ship it's very vulnerable to being torn to shreds and all your stuff falling down into the drink. Either to enemies or simply to cannon misfire explosions, which is pretty common.

To make Nether exploration more interesting you might consider using this Ruined Portal only mod https://modrinth.com/mod/ruined-portals-only. Means you can access and egress the Nether only at certain locations and you can't just put portals down bang in the middle of the Nether fortress. Gives reason to explore and travel both in the overworld and in the nether. Might need to slightly increase spawn frequency for the ruined portal or at least check there's enough of them in the final world for the serb.
>>
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>>562259608
>is it fun at least
the beneath is okay, its just a little rebranded nether and about as fun as the normal nether is, the lush biome is cool i guess and the kaolin blazes arent as obnoxious as that makes it sound, if anything its nice that they drop a little bit of kaolin clay
the pack itself is pretty fun, at least so far but im working on setting up my first EBF so its pretty early still, its my first time playing TFC and i hated it at first but now the only thing i really dont like is the food rotting because it stresses me out so much, i hate timed things
>>
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mods for this feel?
>>
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Started CABIN and found this nice valley.
Any ideas for what style of build would fit well here?
>>
>>562290046
...a mountain cabin?
>>
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is there anything similar to mekanism portals in atm 10 that can have a portal wider than 1 block?
I wanna make a central portal room but these ones are so ugly
>>
>>562290046
you're playing CABIN, its all gonna turn into factory eventually
>>
>>562289578
Yeah I played it last year and honestly taking a cart through the snow to my gold and iron mine was some of the funnest i've had playing this, learned that i'm okay with monsters i just hate not being able to fuck around during the day

didn't like randomly getting cancer from cobalt or having to check the rock I was bapping wasn't asbestos, also yeah food rot is too balanced against fun, however if you found garlic that stuff grows all year without issue so recommend if you just need to eat and don't care about HP max

my interest waned though after my fucking bloomery ate my 48 iron because i thought i was being smart with ratios turns out it takes like 16 max, and then I went west instead of east, dehydrated, decided to cheat until i found the jungle in the west, realized i would be searching for irl days until i found clay and after using a command to find the biome turned out it was another 2k blocks south through heavily dark forested mountain terrain
>>
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>>562289578
yippie
>>562293554
yeah i eat a lot of garlic and meat sandwiches
>>
minecolonies good
>>
>>562259691
If the pack dev wasn't a stupid nigger they'd just provide server files.
>>
Anyone used the Lost Castle mod? I saw comments on curseforge saying it disables strongholds. Why in the fuck would it do that though?
>>
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IIs there a mod that changes villages to generate like this?
>>
>>562311743
I've had it and I found my Stronghold regardless. Then again I never found that giant ass Lost Castle structure ever the time I was playing the modpack with that particular mod.
>>
>>562313054
probably yeah
>>
>>562261067
once again oceans and rivers are the bane of my fucking existance

turns out they're placed before the block replacer mod can identify them so even though stuff like ponds and aquifers are correctly turned into little lava pools rivers and oceans themselves are still water

and uh, noise generation of the world is way more complex because setting the default liquid to lava for some reason turns all air pockets below sea level into a space for lava to generate, i figure there's probably something simple i can check off to say 'don't do that' but damn i hate editing minecraft
>>
>>562277290
Sounds like every single """hardcore""" modpack in existence, like RLCraft, BTW, shit like that. You didn't even specify five tiers of string and stone chipping to get small fragments of flint and an 8-tier tool progression until you finally get a proper pickaxe that can mine copper, you are like little baby.
>>
>>562316342
>infdev+ is a "hardcore" modpack
https://www.youtube.com/watch?v=wXnh_GbV_-Y
>>
>>562315867
so here's a fun fact the reason that lava does this is because it's hard coded to fill air pockets if it's the default liquid because of the nether

so some options I have are
A) add a funny mod that make a block that behaves exactly like lava it just isn't lava
B) Accept the lava caves, maybe lowering sea level a bit (thought it might be cool to require a lava diving suit to cave but kind of want some respite you know)
C) See if this can be fixed via datapack, otherwise make a funny mod that changes this (i do not know how to mod complex things)
>>
>>562319864
schizo solution, mod that adds a liquid that turns into lava if it detects sky access and otherwise turns to air
>>
>>562320098
no i still want underground lava

also create metallurgy is a decent fix here
>bunch of molten metals
>includes create's netherite suite that negates fire damage
>glows and burns shit
could probably change this to slag instead of iron unfortunately doesn't interact well with the suit aside from negating the fire damage

let me tell you though you don't realize how much of minecraft is flooded caves until all the water is switched out
>>
>>562319864
Actually I'm still pissed about this because this is directly Notch's stupid fucking coding practices at work right here I can see exactly how this happened
>oh hm ho hum, i want little pockets of lava in the hell dimension so that when players are mining it'll pop out at them what fun
>hm should I go about making this a feature placed like lakes or trees? no i think I'll just make a noise pattern in the dense rock that occasionally just have blobs for lava to generate
>ja, i know this also means caves below the lava sea wont work i don't care i've already made a million dollars and the game isn't even out yet
>>
>>562289365
Cannon misfires sound fun.

At the moment, I’m pretty sure diamond is only found beneath the ocean, which you need a respirator for. Lava lakes can still be found on the surface if you want to create a portal with a bucket, preventing that would be a distinct friction point. I also haven’t seen any ruined portals at all yet, but as you say that’s something to be tweaked. On the plus side, having dedicated nether entry/exit coordinates makes for more points of interest to airship between. The nether and below sea level both require a respirator to stay there for more than a minute or so, it doesn’t really matter which one comes before which.

I do need to adjust ore spawning, maybe that includes diamonds too. The current islands don’t have caves in them which I’m not fond of, so it needs to be worth your time to mine high up. That means either big veins or stalactites, possibly both. Mining ores while hanging via grappling hook sounds fun, though in testing none of the glider mods could be deployed after detaching from a grappling hook for some reason.

>>562321291
It seems like swapping liquids out as it generates would be laggy. Would it be easier to disable cave generation, generate the lava, then generate new custom caves after that?
>>
>>562324445
no literally the solution if i wanted to make a mod for this would be
>set lava to not fill in all air gaps below sea level if lava is default liquid for dimension

with a bit more testing for the block replacer things that are where water is considered part of the default liquid do not include
>cave/mountain springs
>dripstone cave floor water
>lush cave clay deposit water
>pretty much all surface features that come with water like desert /village wells or farms

honestly i'm not too bothered by the caves having a bit of water i'd probably nix the lush caves, and structures/features are east to control, + if i wanted this to be a serious pack for long term play once again changing this to slag is the easiest solution
>not very useful without a bunch of setup
>reward is free iron

do want to check how some of those lava boat mods interact with it though
>>
>>562290520
if they have Ars Nouveau and Draconic Evolotion, look for warp scroll or dislocator receptacle
>>
>>562258559
>long term focused mods/gameplay design
>>562268479
>It should be has 1 or 2 mod as the main tech tree

Okay. I wanna host a nuversion server, but pathserv already has Create covered, and I think providing a different experience would be best. I'm open to hearing what other people would like to see for those 1 or 2 mods.
>>
Oh also I like the idea for proximity chat. I think that'd be fun. I'd also like it to be similar in goal to pathserv in terms of largely being about building stuff, but that might overlap a little too much? not sure
>>
Jesse
we need to cook rhodium-plated palladium
>>
>>562326609
> Proximity chat on a 4chan serb
> For modded minecraft of all games
Bro where do you think we are, we're the most awkward people on the entire internet, many too shy to even post their bases in this very thread. Feel free to try it but don't expect to have riveting conversations lmao.
>>
>>562332210
Just because someone doesn't want to use a microphone doesn't mean I can't call them a nigger while crashing into their airship.
>>
>>562290520
You could use the thing tempad has for that, I forget the name
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>>562326446
How about a magic mod or two?
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still dunno how to finish this thing
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>>562326446
>mfw currently making a Create-based modpack for /mcg/
Yeah competing with pathserv may not be ideal. Oh well.
Aesthetically I think you probably also want to stay away from Greg-based packs since they take a long time to work through, and most people who are interested in such a slog will already be working on it. Same applies for something like Monifactory, so your focus on something more lightweight is probably a good thing. But you could go for a somewhat heavy tech or magic pack so long as it's distinct, and the mods are more parallel than series so to speak. For old versions a magic pack would be TC4/Witchery, maybe AM2, but for nuversions I'm not sure, probably Hex Casting and Ars Nuveau, but I suspect there's a decent amount of overlap there. Botania is ok, and IIRC there's a thaumcraft-like mod for nuversions too. Tech-wise you could go for Immersive Engineering, there's probably some obscure tech mods I haven't heard of, in the same vein as that old one that implemented volts and amps properly.
>>
>>562189004
damn I wanted to make a potato battery mod I was too slow
>>
>>562326446
>but pathserv already has Create covered, and I think providing a different experience would be best
Honestly it fine to run another Create serb again, as long as you provide another theme like an another anon in the thread trying to make an Sky island serb with VS and Create.
>>
Ominous

>>562346252
if it makes you feel better these potatos are useless at generating FE like I wouldn't mind a slightly power boosted mod that does them
>>
>>562348690
nah it was supposed to be something like a 5-1rf/t for skyblocks and they would rot over time
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>>562347863
>>562339583
Magic or fantasy as a theme would be cool...
Wizard clan...
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>>562349995
yeah well like 40 of the ones in the OP barely produce an RF and each of them uses a copper and zinc (requiring additional processing to sheet form each)
>>
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platline is almost done
so far I've finished:
>platinum
>palladium
>rhodium
and gotten started on:
>ruthenium
>iridium
>osmium
probably going to stop here for a while and work on getting benzene power now that I can craft osmium and hss-s
>>
>>562351696
The only worth magic mod nowaday are Psi and Hex
>>
probably the most efficient farm shape i've done though need to move inventory drop off yes i'm lawn basing i earned it okay going to set up my crushers hope i have enough power and resources to get them rotating right
>>
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JEI doesn't show a use for the silver or gold dragon scales and the wiki (at least the one I could find) doesn't tell me anything either
Any neat uses for the silver or gold dragon scales?
>>
>>562357304
never make a gear box when you can make a gearshift

have 6 raw iron to my name (and a crap ton of diamonds yippee thanks create for not requiring them in basically any recipe)

probably going to spend next play session securing my perimeter i was mulling over that there was no caravans or pillagers, figured it's because i was on a beach this time (think they only spawn on grass/stone blocks) then suddenly 2 pillagers popped up and scared the shit out of me because the texture i gave them actually had them cloaking into the snow decently and uh, yeah one of them had a gun

did get to take a corpse though gonna skin the fuck out of it and wear it while exploring

also need to double check if tuff is infinite, metallurgy requires consistent fuel to super heat and I cannot survive the nether to find a blaze burner at all, did nab 2 of the soul dews but unsure how effective they are + they count as food
>>
>>562360863
thinking it over further as i wind down i can probably scale the farm vertically, just need to figure out what the requirements are for continuous seed oil since that produces 16k SU on one burner, more than enough to get any large scale factory working
>>
>>562351903
wait, what were you using for power before? only switching to benzene late EV/early IV seems weird
also are those interfaces wireless or something
>>
>>562362419
I've been using cetane boosted diesel, pumping refinery gas, and spamming nuclear reactors for power until now. I'm making like 80k eu/t.

>only switching to benzene late EV/early IV seems weird
you gain access to the tree growth simulator after finishing platline and getting osmium / iridium. I don't want to build a massive tree farm, and the TGS takes care of that. Also nitrobenzene is available too.

>also are those interfaces wireless or something
not sure what you're asking but Im spamming wireless connectors for everything + ME stocking / output hatches and busses
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>>562363148
also, i'm pretty solidly in IV
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>>562363635
yeah i just forgot where platline elements actually were
>been using cbd
yeah i'm surprised you're swapping to nitrobenzene instead of sticking with oilproc for gasoline/HOG. i guess you want the never running out option? idk when void wells show up
>wireless connectors
oh that makes sense. just didn't recognize them
>>
>>562364061
>gasoline/HOG
they're terrible
like really, really, really bad
look through the recipes, it's so much work and then you're stuck using the extreme combustion engine or UCFE which are both expensive and suck.
I'm considering doing rocket fuel for fun because it's better, but I need more power now and nitrobenzene is the easiest to set up
>>
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>>562364328
i'm pretty sure ECEs are fine actually? like you feed them a trickle of oxygen and lube and get big power out
or actually, i'm probably thinking of LCEs. hm.
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>>562242452
I went on my sticky scavenger hunt. I've spent a minecraft week stalking about a swamp for slimes. The dumbest night (when I didn't realize it was a new moon) gave me a different gift instead. An enderman. He dropped a pearl. Honestly the entire reason for the danger room in the first place. I'm fuckin' cheap and don't want to spend (mana) diamonds if I can use (mana) pearls. If I can score another blaze rod in a decent bit of time while also gathering basics (glowstone, quartz, soul sand) I'll have everything I need for (๑'ᵕ'๑)⸝* ALCHEMY Which then solves a lot of problems.
>>562264864
I'll expand a bit more on what this is. Your goal is to fill varying levels of hundreds of mana pools with mana from each generating flower. However, every generating flower has the same one hour passive decay time that the hydroangnes do. I haven't touched Botania seriously myself since there were solar flowers. In addition, this reminded me of SPM goals in Factorio. I still need to test if breaking the flower resets the timer, but I'd assume that level of cheese would be covered. It makes some other changes as well. For example: the one I'm taking advantage of now
that blazes spawn anywhere, not just fortresses. >>562351903
Lookin' good there, anon.
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>>562367820
>using the botania flowers that expire
rough
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>>562367820
Ask and ye shall receive. I'd been idling in the inventory screen and checking back in every little bit, watching this basalt bit as I've seen pigmen spawn/despan from here and so eventually I'd see a blaze for sure... and the last time I alt tabbed I wasn't in my inventory. Only a few minutes lost but shit. Poked my head out once again watch for a moment and a blaze spawns down to the left right at the basalt line. Axed him for a donation and he obliged me. If I can get one more I can skip looking for wart
>>
What is /mmcg/ option about Betweenland
>>
>>562370615
Good but bloaty, even then still not as bloated as its nuversion equivalents
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>>562370895
>nuversion equivalents
which is ?
>>
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Okay I haven't used AE2 in years and never with create
If I wanted to auto-craft this via AE2. would I be using a processing pattern?
>>
>>562371153
For the dimension the undergarden wich doesn't have as much content, for the cool bosses ender_cataclysm and alex's caves
>>
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>>562368731
I then realized that I have a decently huge tract of land over here. Running out past that fire field at 3 o'clock and rounding a corner I found another kind donor. Time to figure out a sealing door and finish the first phase of this project. Phase two will involve a vinculotus but that'll need a bunch of diamonds I'm not ready to fork out for runes quite yet.
>>562368538
That would be the idea, yes. One hour per flower. Sixty minutes and any fraction of that not being used for mana is wasteful. Luckily things like Endoflames are relatively cheap to make in bulk. The danger room should help with that cost as well, since I should get at least some skeletons. I had been considering a fish farm over the nearby river, but since I've started building this, I may as well use it.
>>562370615
I've never felt compelled to play it.
>>562371794
Alex's Caves has bosses?
>>
Which one of these fucking mods overrides vanilla's hide particles and hide icon effects?
https://pastebin.com/ah5STJYm
>>
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Are there any shader mods that aren't super demanding, or do all shaders have a significant performance cost? My computer's kinda average but I wanna make my game a little prettier.
>>
>>562373337
Renderpearl runs quite nicely but for some reason dynamic lights didn't work well last time I used it, might've been the server's fault tho now that I think about it
https://modrinth.com/shader/renderpearl/gallery
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>>562373337
>set render resolution to half
>shaders run 4x faster
>game looks more aesthetic from the pixelization
that simple
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>>562277290
>use Flint
Daring today, aren't we?
>>
>>562366227
Vanilla Minecraft already does this (fortune pickaxe).
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>>562371510
Okay, correct me if I'm wrong, but this pattern provider could feed these 2 depots and the basin, but I would need to get them back into the network via a different means, correct?
3 importers onto a storage bus connected to a different face of the pattern provider?
>>
>>562378617
no it doesn't, you can get one within minutes in 3-4 steps, then never ever worry about any sort of maintenance or refueling
>>
>>562378808
>minutes
>3-4 steps
You need to corral villagers into stalls, cycle the trades, convert them to zombies, cure them, convert them to zombies, cure them, convert them to zombies, cure them, then finally you can get fully enchanted gear. And it's pointless because having the villagers in one place gives you infinite iron anyway.
>>
>>562372379
It was just leveling. What a fucking retarded dev.
>>
>>562378765
Oh
I see the issue, to make this work in a subnet like this I'm going to need to have both an item and fluid inventory for the pattern provider to push into, then exporters to put the items and fluid where they need to go
Doable, but not as compact as I'd hoped
>>
>>562357080
>the two magic mods that let you crash the server are the only good ones
Nice joke, ESL-kun.



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