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File: gregunbothered.png (224 KB, 1059x1139)
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► 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/
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)

>Resources (mods, modpacks, and guides)
pastebin.com/c8QNj7Q4 (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
Prison Break Aeronautics Edition (1.21.1): 136.114.21.2 136.114.21.2/pack.zip

Prev >>565201562
>>
>>565922678
high quality OP
>>
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>>
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GTNH
>>
>no neep
kill yourself
>>
>>565924784
pathserb - 185.206.148.172:25573
neepmeat - hoborific.com:25576
hbm - 89.233.114.180

sorry bitch
>>
>>565925252
what has evilcat done to you
>>
>>565925562
stopped paying for the domain
>>
>>565922678
Good way to prevent people from clicking the thread. I'm going back to unmodded. until it dies this night, as usual
>>
>>565926770
that is a fair reason
>>
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Regarding the entire aero worldgen / "why to use airships" gimmick. I've been doing a lot of thinking.

I've always wanted to make use of something like:
https://www.curseforge.com/minecraft/mc-mods/misty-world

The general idea being below a certain Y level there is toxic fog, you need special gear to go in, more hostile mobs etc. Misty world is stuck on older versions, and while the I prowl the dev's discord occasionally and he claims to be working on a new version, he seems like the type to never actually put anything out.

Meanwhile, this guy put this out like 2 days after aero released:
https://www.curseforge.com/minecraft/mc-mods/rising-toxicity/comments

The fog layer is much more crude visually and needs a lot of work. He seems to be keen to update it with more features. The mechanics are pretty solid already but visually its a mess, and doesnt function with DH or shaders. You can however configure the opacity of the fog layer (currently its a monocolor single plane, very ugly). I've been doing some testing with shaders and tweaking fog and cloud settings in BSL to visually create a massive fog/cloud layer ending right about where the toxic plane level is set. Picrel.

I certainly have no plans to do anything with this anytime soon, but eventually I'd like to finally build my blightfall-esque nausicaa inspired modpack with a custom painted map to heavily utilize create aeronautics. Full intent on including a toxic jungle as well.
>>
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and beneath the toxic fog
>>
>>565929298
An anon was playing with a different idea, having no ore generation and instead making rare mountains of create ores so exploration was important and resources were finite. Doesn't seem like that went anywhere but I thought it sounded cool.
>>
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>>565930016
I mean, there's a million ways to make mobility a necessity, this isn't a new concept just because we have airships suddenly. I'm more interested in creating a personal take on novel environmental experience than only resource fetch quests ad infinitum. But I'm certain my pack will include a fair amount of that also.
>>
>>565930875
>there's a million ways to make mobility a necessity
>witherstorm
>toxic clouds
>ore mountains (won't work I'm pretty sure, a single mountain can produce enough ore for a lifetime)
>floating islands
>normal islands
Anything else?
I remember reading somewhere about giant pseudo living alien creatures using stable's physics (a space mod probably), and you could build on them or destroy them as blocks, but that looks like it's going to take a long time to be implemented
>>
>>565931780
>witherstorm
works the best I guess, you have to be constantly on the move, not for 1.21.1
>toxic clouds
kind of gay but would have to see how it works, if you need gear and depleting oxygen or whatever then that's just hunger, again, no one likes hunger
>ore mountains
lives or dies depending on the amount you get or need, if you needed a constant stream of iron then sure, otherwise you would go there once and be set
>floating islands
>normal islands
it'd be like playing normally I'd say, but if a pack has both, adds progression in a way that you start in a desolated normal island and you have to make a ship, then eventually upgrade it to an airship and keep progressing would be cool
>>
>>565931780
those are all great ideas, and I'm happy for innovation, but what I'm trying to say is that my posts above were never intended to contribute something special to the "how to make aeronautics a focus" conversation. I just want to make a visually and conceptually cool modpack and aero is merely a facet of that endeavor.

That said I'm all for dialogue, but I think you're overthinking things. You can fairly easily configure almost any item to only spawn in certain biomes, x/z values, y values, dimensions, etc.

you can make active portals spawn as structures and the player not able to build their own, you can easily configure ore nodes to be less abundant to solve your issue with ore mountains, etc. And easiest of all you can tweak recipes so progression in basically any pack requires xyz which you got from abc above.

>>565933012
>kind of gay but would have to see how it works, if you need gear and depleting oxygen or whatever then that's just hunger, again, no one likes hunger
Its like hunger except only happening when you decide to go under the clouds. People hate hunger because you just starve to death when you're dicking around your base. When you need to actually prepare for extraction style missions it takes on a little more depth.
>>
>>565933778
Yeah that's why I said I'd like to see it in practice. Of course, it's modded minecraft, as in, don't like it then don't use it/do it, but unless you remove resource farms then people will just make a regular base above the clouds. Ah unless you can't build up there, I have never gone that high.
>>
>>565934632
theres no problem with people living above the clouds in a regular base. no one wants to interact with extra mechanics constantly. what I'm saying is in most cases with any modpack where mobility is a necessity is you need to undertake journeys for resources necessary for progression and then you can do stints of cozy base building between those "missions"
>>
https://www.youtube.com/watch?v=lQ4pEQZFkS4
cozy...
>>
also something to keep an eye on
https://www.curseforge.com/minecraft/mc-mods/simple-clouds
>>
Huh cool, I thought this was a different mod
https://www.youtube.com/watch?v=TF7txA9uhSo
>>
>>565935787
>80% of the rendering time on the GPU dedicated to slightly less shitty clouds
no thanks
>>
>>565935865
mount & blade in mc is one of those things I always wanted to see
another one is rimworld but mc
>>
>>565935569
>creative mode larper playing pretend survival
grim innit
>>
>>565936143
Im testing it now, barely messes with my GPU at all and I have a mid range setup at best. Let me guess, poor?
>>
>>565936143
they're literally just large particles. a cloud itself is made up of like 10 particles (skewed to the player view based on how far that cloud "should be" away). A vanilla bubble column or vanilla rain weather effect can be around 300 particles. Tell me you have no idea how graphics actually work.
>>
>>565936671
I have a 2080 ti and it completely raped my game

>>565937138
it's raymarched meds
>>
>>565937316
4060 Ti here, 32 chunk render range, totally fine. Does your system also struggle with shaders? cause something must be wrong. Are you sure you allocated enough ram to your client? I gave mine 10 GB
>>
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>>
>>565937649
>$2000 graphics card
>bro it just works
>>
>>565938492
are you a literal retard? You realize bigger number =/= always mean better right? and I paid like $300 a bit over a year ago for it, chips were not always this retarded expensive and will not be again. I bet your ancestors thought tulip bulbs actually cost an entire workman's yearly salary...
>>
>>565938492
>$2000 graphics card
wat?
>>
>>565929663
>>565923837
MAWPGTNH
>>
>>565939047
>chips were not always this retarded expensive and will not be again
they're not going to lower the consumer price just because their manufacturing costs go down
>>
Im rendering 10k blocks away with distant horizons and simple clouds drops my FPS from 150 to 70 lmao
>>
>>565939949
bro nta but I live in poland and they sell for like 800 USD right NOW... pre hike they were like 500 bucks. even if they don't go down the original comment is vastly exaggerated
>>
>>565940454
You're right, it remains exaggerated, and I also don't know why I chimed in with a point that was irrelevant part to the debate at hand. I apologize for my post.
>>
>>565940743
its ok anon, I still love you
>>
Timber is shit, doesn't support 2x2 trees. Instead of planting the 4 saplings where the original tree was so that it can regrow in the same place, the retarded thing places singular jungle saplings spread around 3-4 blocks from each other somewhere around you. Can't configure tool usage either, only total on and off (i mean like setting the usage to be 0.3 durability per block, so that random copper axe isn't infinite but also doesn't get completely nuked by two jungle giants).
Tree Harvester is the only good mod for tree chopping I guess.
>>
>>565945228
>use axe once
>whole tree disappears
that's gay ass shit
>>
>>565945774
You can configure it to take longer depending on how many logs the tree has which is what I do. Very good balancing, it's just convenience for not having to do the shitty spiral stair on every 2x2 tree. I did that enough times in the past, it's not fun.
>>
>>565945774
why do people hate HT's TreeChop? that one is my favorite and works on any trees, even when you plant saplings one next to another, it doesn't even take that longer
>>
>>565945228
get yourself a based stinkers lumber axe. I've never encountered a tree in any worldgen or biome mod it can't take down in one chop.
>>
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come at me, vishnu
I've got a bronze chisel with your name on it
>>
>>565929298
>>565929663
That does look good, but I think any implementation would have to be playable without shaders too.

The mod is kinda similar to Thick Air, but the visual aspect is definitely a good idea.

>>565931780
Infection mod, arguably. Biome-based resources like mob-spawns or crop-growth work too.

I’ll note that (floating) islands alone won’t incentivise movement unless key resources are non-renewable. Create actually gets in the way a bit here.

>>565935787
They look boring from within. Perfectly good looking when you’re below the clouds, but sub-par when you’re trying to travel through them.

>>565945774
That’s why you use the mod that tips the tree on its side once you chop the base off. You still need to break each block one by one, but it’s at ground level.
If you’re playing with Sable, there’s a mod that turns chopped trees into vessels, so they can tumble down the hill.

Not sure how either work with Create’s tree harvesting contraptions.
>>
>>565931780
>>toxic clouds
is this the mod? seems okay
https://www.youtube.com/watch?v=bElHIuaeuTI
>>
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>>565952941
thank fuck he added backtank compat but
>diving helmet still does fuck all
>random bloat items and mobs instead of making the fog look bearable or adding DH support which 98% of people considering this mod will have
>>
>>565931780
>>565952872
>>565952941
Ok so you're a sailor and suddenly a toxic mist that infects all creatures sea creatures progressively corrupts them all, ending in a gargantuan block by block animated boss born from the conglomeration of all corrupted mobs, devouring the world
>>
will aero finally make those infection mods bearable? I remember trying one called "fungal infection" or something and it was a ridiculous at times but the protohivemind thing was interesting at least
>>
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>>565931780
Tornados, forcing you to fly away or risk having your vessels to be destroyed/flung far away.
>>
>>565958475
I've already tried that mod a few days after CA dropped and they untied the ship I was working on causing all sorts of mess, but I don't think it made mobility a necessity, if anything it makes so the best strategy is to live underground
>>
>>565957259
That plus sky islands doesn't sound that bad. Like you get to an island and you have x time to do your business before they evolve too much and leave. Because if I remember correctly you can't really win and the bosses are straight up bullshit. But here that might be an okay thing.
>>
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>make propeller
>there is no torque
?
>make contra rotating propeller
>there is torque
???
>>
>>565951991
What a grand and intoxicating innocence.
>>
>>565963347
I'm a god! How can you chisel a god?
>>
Anyone have any general tips for enigmatica 2 expert?

For some reason I decided it would be great to make this my first modded experience, having not played MC since the nether was added.

I'm about 300 hours in and have not automated much more than an auto sieve + processing, and some of the more exotic resources are overwhelming me with the crafting chains, particularly nuclear.
>>
>>565965145
applied energistics 2 helps. You can always do things passively by stocking things in an interface, and then using item conduits to feed into machines (and have those machines feed into drawers so they don't overproduce).
The weird nuclearcraft material (don't remember the name) is probably the biggest hump though, after that it's a lot more smooth sailing. I actually think it's a good pack to start with.
>>
Aero + Compact Machines, yay or nay?
>>
>>565965145
You can use UU matter to dupe a bunch of convoluted to craft bullshit(that doesn't get brought up in any tooltip or recipe tree), I recommend setting it up to produce UU matter ASAP, and try scanning any convoluted item that you would rather not craft
>>
>>565970070
>Compact Machines
could you compat it so the internal size determines the weight somehow
>>
>>565967864
Yeah, I've heard that about AE2. I've been holding off because I've been thinking it will coincide with a base move. Atm I live in a shitbox with all my machines spewing into the fields around me.

It has been fun overall. I struggle a bit with all the random mods that don't have proper quests associated (mystical agriculture and loads of misc items I see in JEI), but there's always something else to focus on so it's not been a big deal.

I realize how much factorio was inspired by these technical packs.
>>
>>565962568
I don't think it's a good idea to combine muh darksouls epic boss fights with airships. Unless you go all in on a combat + dungeon modpack, progressively empowering the player without making them too mobile to obsolete airship use. Also the dungeons would need to spawn well in the floating islands, sounds tough.

At that point, might as well have the player spawn and live entirely in the Aether. Changing all the Aeronautics recipes to use Aether mats (and retexturing them too) would be a hassle, but doable.

Actually you could do a dimension-focused pack, with the right Sable compatibility. Once we get the waterworks addon, there could be an ocean dimension, plus you could probably seal your cockpit against the hot/otherwise unbreathable air in another dimension to drive around. Dimensions with different gravities and air densities could incentivise different types of flight, from thrusters to propellors to balloons. One really flat world with things so far apart you want to build a fast buggy to get anywhere, another surface-world so rocky you need big wheels and good suspension, both with high gravity or no air so you don't build aircraft instead.
Ideally you'd just have a handful of well-crafted dimensions, but good dimension mods are hard to come by and difficult to tweak. Maybe it would be best explored with a space mod that adds planets, maybe vertically stacked dimensions.

They should add the ground-effect and/or hovercraft skirts.
>>
https://www.youtube.com/watch?v=X7nnCgHgOqQ
>>
>>565971227
pov: you own a full inventory of emeralds
>>
>>565970820
>muh darksouls epic boss fights
>dungeons
that mod they're talking about has nothing like that
>>
>>565970070
>>565970356
I just tried them, if your ship is moving then you reappear at the coordinates where you were when you entered. Easy way to fall into the void.
>>
>try to get shooting stars mod's meteors to work with block replacer
>successfully replace iron block with gold block
>try to replace it with levitite
>meteor middles are empty
>same thing happens with other modded blocks I try
cmon, this mod is explicitly designed to replace one mod's redwood with another mod's
>>
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>>565970070
heh
>>
>>565973520
Feels surreal to go from "mod items that aren't decorative can't be moved at all" to "lol just kick them around, it just works"
>>
>>565973520
this is how backpacks should work btw
>>
>>565973520
>>565976981
modpack where your only backpack is a small 1 chunk compact machine you have to drag around and phisically go inside to store stuff on chests
and if you lose it you cant get another
>>
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MAWPC? maybe but it's fun
>>
disable dripstone lava generation
you must bring a fueltank for your steam ship
>>
i finally remembered that i can make ender tanks now
i don't know what i'd actually want to-oh wait i can set up a salt water pump. that'd be value actually, infinite salt and sodium hydroxide
>>
haven't played minecraft in years
what modpack should I play?
>>
>>565983043
Do you like greg?
[yes] -> GTNH
[no] -> GTNH but angry
>>
>>565983043
CABIN is fun
Blightfall is good
GTNH is good if you're the kind of autist who likes greg
>>
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>>565983043
SuperSymmetry
>>
>>565983043
Sevtech
>>
>>565981581
>the humble 1x3 infinite water source sitting under the floorboards
literally no point unless you also disable infinite water, install C:Lazy Engines and make steam engines consume water at a believable rate instead of chugging one ocean per second
>>
>>565983431
>GTNH is good if you're the kind of autist who likes greg
Is it?
>>
>>565983652
I don't actually know, I hate greg but its the only pack gregtists talk about here
>>
>>565983652
It is, at least until you get through LuVish. If you're fine with not finishing the pack, it's still very worth playing.
>>
>>565983652
autist who likes certain greg ceu branches
it's not
mobs are annoying to deal with early on and work with later
magic is annoying and super spread out and really just not what i'm here for
taking twelve microcrafts to create a lever is excessive
you need to be an autist who likes gtnh
>>
>>565929298
the whole 'surface is covered in toxic mist and horrible creatures; live in the air with airships' a-la aeronauts windlass setting is kino as fuck anon, please god let something come of this
really im just hankering for a decently put together aeronautics modpack because the ones out right now are dogshit
>>
>>565984730
These two might do the trick. This spore one is a bit overtuned and infection spreads fucking fast but it fits with what you say. And the toxic mod might get updated in the next few days.
https://www.curseforge.com/minecraft/mc-mods/rising-toxicity
https://www.curseforge.com/minecraft/mc-mods/fungal-infection-spore
>>
>>565984561
> taking twelve microcrafts to create a lever is excessive
> what is nei autocrafting?
>>
>>565986743
retard
>>
>>565985960
cool
now i just need someone to make an actual pack out of this, with whatever else should go with it, cuz im way too fucking stupid to do it myself
>>
>>565985960
Imagine Barotrauma but skies
>Land is heavily infected with fungal
>Spawm shiton of enemies when you land, but also have a chance of infest and corrosive your ship
>But you need to harvest certain type of mushroom to turn into biofuel for your ship
>>
>>565973520
Nice retardis.
>>
>>565990475
Aero plus that fungal mod is kind of that already. I tried the combination because anon mentioned and the infection forces you to stay up high and move constantly because they evolve, stay on land long enough and they get pretty tough. Too hard? Get the ice machine thing, it kills everything spore related in a big radius. But for that you might need blue ice, so you need to find that biome, which seems cool.
>>But you need to harvest certain type of mushroom to turn into biofuel for your ship
The zombies drop materials like biomass and such, can't be that hard to make it so engines and things that produce lift use those as fuel or to process them into fuel. Or at least I think so. With KubeJS you could make a new recipes easily, but no clue how would you whitelist those new items to count as fuel.
>>
>>565991638
blue
>>
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Can't have SHIT in Spawntroit.
Seriously thougmst where the machines at.
>>
>>565991638
My idea is that the world is already kinda fucked with fungal mob already at tier 3 and each time one of them died it might spread lump and foliage all over the ship, increasing the weight and if you dont get rid them your ship might not be able to take off
>Cold weakness
You will have to start at the ice cap where the fungal cant reach you, but it fucking freezing over there and you will eventually need biofuel not for your ship but also to warm up your greenhouse for food and central heating
>>
Enjoy my ideaguy list of thoughts on aero-plague pack

premade map ala blightfall?
Fog/Toxin that rises and falls
fog prevents plant growth/kills plants
fog grows in strength/height the longer a player lingers in one area
prevent infinite water/lava generation, lower water cost from engines to accommodate
spawn area is a high up mesa outside of the default fog range but below the buildup height so you can't stay forever
certain resources only available in the fog
gear for surviving fog isn't ever permanent
objectives to combat the fog, destroying fungal towers? destroying vents to the deepdark?
explosion/device that can purge an area of the fog for a time
chunks will build up a tolerance after a number of uses so it can't be used to establish a permanent groud base
end goal of piloting a remote controlled vehicle into the heart of the infection and destroying it?
breeding/creating fungal resistant plants to make farms on surface
antifungal spray to be cropdusted to weaken back to baseline/remove?
antifungal items are expensive resource wise
necessitate setting up farms on surface with docking towers to extract and move around with ship
infinite resource locations via something like molten vents, requiring a constant upkeep cost to produce more material
>>
>>565991638
>ice machine thing
I remember using this mod and this thing obliterates those bastards, which is good because I wouldn't say they're tough but more like bullshit so it balances out
>aero
oh shit you could make an ice missile and drop it where you want to clear the area and land safely
>>
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>>565993742
>infinite resource locations via something like molten vents, requiring a constant upkeep cost to produce more material

Just like my Jappy knees demon game.
>>
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https://www.curseforge.com/minecraft/mc-mods/waterworks-sable

Doesn't seem to work yet though, the models are very barebones too.
>>
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>>565993771
>oh shit you could make an ice missile and drop it where you want to clear the area and land safely
Yep, I tried this exactly and it works but only kills mobs. You have to disassemble it or else it won't affect its surroundings. But dunno, the lever makes it feel like you're activating the machine so it's cool and risky. The biggest drawback of this fungal mod is that you can't really win, or at least not that I know. You can destroy the hiveminds but they come back after the mobs evolve enough.
Something I didn't know is that this has bosses, like hyper evolved zombies. And one of them it's called "Hindenburg", and as you can imagine this shit flies, which is stupid but fun and might just easily destroy your ship. There's a water boss too it seems. Apparently the hiveminds act as chunkloaders because they try to track you and send guys to attack you or expand near you, there can be up to 4 of them per dimension so my guess is that performance will take a hit because of them.
>>
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What causes this and how do I fix it?
The double ChemLib tooltip, I mean.
>>
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Hm, Distant Horizons and Serene Seasons have a bit of an aesthetic issue. Thoughts?
>>
>>565997486
I don't see it
>>
>>565997757
the season doesn't update the LoDs, so if its winter, the area around you is snowy and everything else is bare
>>
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>>565997486
Have you tried Ecliptic Seasons? Some anon mentioned it. A quick skim tells me it's a good alternative to SS, being compatible with DH and highly customizable.
>>
What are some of the best minecraft fork/throwback mods for golden age minecraft? I remember BTA being the best overall and the legacy+ series really cool.
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>>566002568
wow this looks so cool
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>>566006541
just play technic
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I was bored, so I setup a modrinth instance. Don't want brimstones from hell like schizocraft or jenny mod, but idc about anything else (unless I get a DMCA). And I have to be able to verify file hashes from at least one somewhat trusted source. No idea how far this project will go.
https://67.fentanylsolutions.org
>>
>>566002568
Wow yeah, it works pretty well with DH. Not perfectly, but well into the range of the LODs there's visible snowfall.

It's a bit odd though, Supplementaries' Flax seeds grow in dry/average humidity, while flax itself is shown preferring moist/humid humidity. Also can't figure out how to get the seasonal rituals for greenhouse cores without looking at the wiki. Even the wiki isn't telling me how, but it does say that this system can be disabled for simple enclosed greenhouses. Apparently it has a localised (biome-based) weather system? Not that I can get its weather commands working. Biome-based crop growth too, which is nice. Now I also can't get create winery grapes to be season dependent either.

I'll work more tomorrow. Damn this sickness is taking its time.
>>
Ok fine I'm making gasoline
Time to cook like 20 more stacks of stainless steel and finally set up some nigger-rigged PTFE
>>
best create based oil processing mod?
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>>565938387
Is this just the same base from earlier but at a different angle
>>
mods for this feel?
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>>565945228
Gregtech doesn't have this problem
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>>566016468
>>566016572
Why are you like this?
>>
why the fuck is every 1.20.1 sloppack trying to be terraria (featuring create)? holy shit nobody wants to play dark souls in minecraft with this game's barely functional AI, hitboxes, netcoding and dogshit stability
public packs are SO BAD
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>>566016468
Ender Storage
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>>566016913
Name 6 examples
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>>566016829
mods for this feel?
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>>566017474
Why does he get fatter?
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>>566017263
Go to modpack index, filter by Includes: L_Ender's Cataclysm and 1.20.1. Not just 6 examples but nearly 200 pages of them.
Fucking mistake of a mod makes me want to replay Twilight Forest even though it's been incomplete for over a decade. Holy shit we did not know how good we had it.
>>
>>565965145
>>565970574
The general tip for any tech pack is almost always going to be to automate things and make as many resource generation or processing things work passively in the background. AE2 autocrafting is also important to set up because it makes those annoying complex crafts a lot more manageable. If you've played factorio the mindset is a lot easier to understand.

>I've been holding off because I've been thinking it will coincide with a base move. Atm I live in a shitbox with all my machines spewing into the fields around me.
That's a pretty frequent holdup, "I'll build proper infrastructure later, this is a temporary base, I just need to rush through these tech roadblocks first then I'll build my REAL base..."
The thing is that this has diminishing returns: the more you run around trying to manually manage microcrafts and extended processing chains, the more time you're basically wasting. At some point it'd have been better to set up full automation from the get-go even if you were going to rip it all apart and move somewhere else.

IMO once you're 300 hours in and still living in a lawnbase and still holding off on proper automation, you gotta stop and think carefully and be honest with yourself. Either just stop the tech stuff and go make your "real base" and build properly from there, or admit to yourself that you're going to live in a lawnbase forever and just build your proper tech there.

Or build proper tech right now and gear up for moving to the "real base" whenever you feel like it, and as mentioned above you might not even waste that much time compared to forcing yourself to do everything manually in the meantime.
AE2 in particular is very easy to extend to another base or move wholesale, so it's relatively low cost to set up before the real base, and brings massive, immense benefits to everything else. Go ahead and start on AE2 right away and you can always just run a cable or carry your drive cells over once you move out.
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>>565983652
>>565983794
It's not. It's a kitchen sink pack. It's good if you're an autist who enjoys spending 800 hours getting to LuV.

Cut out 90% of the stone age (including all of pam's harvestcraft), cut out all the magic mods, replace stinker's construct with a buff to mining hammers and then viable GT drills starting from LV, and the rest of it would be passable. But saying "bro I promise it's the best GT pack if you just ignore the first 20 hours of gameplay and ignore all the fucking shoehorned thaumic nodes and other garbage in your tech pack" is just retarded.

Nomifactory isn't perfect but it's still way better than GTNH.
>>
>>566018771
>Reddit factory shill at the end
Almost had me
>>
>>565985960
Can someone explain why "overtuned" means "tuned to far in the direction of being powerful" now
If a mod is OP then tuning it some more should improve the balance, so if anything it's undertuned
>>
>>566016829
why did you (You) me alongside the alexjak ritualposter
>>
>>566019549
>no actual argument
>>
>we have a new airship mod
>guys what if... what if we made cool terrain generation, like floating island, massive chasms everywhere, and other stuff requiring you to fly up to mine ore
>also we need to figure out something to incentivise exploration, some mcguffin or rare treasure or some such...
>also what if we add something bad that spreads, a corruption or infection or poison mechanic to encourage always moving around!

Guys you're literally reinventing mystcraft in every way
>>
>>566019562
Because tuning doesn't mean nerfing and never did. Tuning means changing the values. It can go both ways. Up is more common, I think.
The word which almost universally means nerfing is
>adjusted

>If a mod is OP
That's a flawed premise. Mod can be too weak compared to intended impact, so it gets tuned to be more effective but ends up being overtuned.
>>
>>566017474
fapcraft
>>
>>566019562
overtuning doesn't mean "tuned a lot" in the sense that many hours or effort was spent trying to balance it, it always meant the outcome has resulted in something above a reasonable target level, i.e. too hard (from the speaker's subjective perspective).
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>>566020117
>Tuning means changing the values. It can go both ways.
Yes, exactly. So if something has obviously wrong values (too powerful), you'd "tune" it to change the values to be better, i.e. less powerful.

Overtuning, taken literally, would mean the same thing as "overfitting" and might mean something like the devs making the balance fit some very specific vision or playstyle and thus having it work poorly in any other circumstances. This could mean wonky balance in general, a poor difficulty curve, or things like that.
Since tuning can go both ways it makes no sense for "overtuned" to always mean too powerful and never too weak.

>Up is more common, I think.
I've never encountered this. But if that's true then it would explain where overtuned came from.
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>>566020535
I don't get it but fair enough
>>
English is filled with compound words that don't mean what their literal components mean in isolation.
'tuning' on its own, yes, means zero'ing in something toward a specific target.
"Overtuning" is its own unique term that comes from people bitching about WoW raids and other mmo content being too hard. Undertuned likewise derives from overtuned to describe something as being too easy.
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>>566020991
When something is being nerfed, it's often called being "tuned down", not just "tuned". There's also "undertuned" which always means too weak, at least I cannot think of an example to the contrary - so "overtuned" would naturally mean too strong.
>>
So a Russian server by MCSkill called Hard Evolution has Thaumcraft ported to it on 1.20.1 (called Thaumaturgy). Does anyone know how they did it, and if it's possible for the file to play on Singleplayer?
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>>566021473
>it's often called being "tuned down", not just "tuned"
In general I haven't seen tuning being used much in balance discussions, and when it is, it's usually literal, i.e. as a synonym to "rebalanced" or "adjusted" or in general "changed".
>tuned this boss fight to be more in line with the difficulty curve
>tuned the weapon falloff so it's less effective at long range
etc.
When someone says nerfed or buffed they just say that.

>There's also "undertuned" which always means too weak
I've never seen "undertuned" used this way before. I've also tried searching in dictionaries and even urban dictionary and nowhere has definitions for either of these words yet, so it doesn't "always mean too weak", it's a slang word and from my subjective experience I'm fairly certain it's derived from "overtuned" and not the other way around, given that I've seen overtuned being used here and there for a little while now.

>>566021317
>"Overtuning" is its own unique term that comes from people bitching about WoW raids and other mmo content being too hard
>MMO slang
Okay that explains it, thanks for the answer anon
I'm guessing it's an old term then? And just recently made it into the zoomer lexicon and started appearing everywhere
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>>566021935
That means you haven't followed many live service games I guess. Not just MMOs, anything where balance changes happen.
>examples
Yeah, this is what I said but in a different way. Tuning can go both ways. Tuning means changing the values to achieve a desired result. It's a literal meaning of the word tune.
However the adjustment isn't always perfect, it's hard to predict the effects without extensive testing, undertuned means it's too weak (tuned not enough), overtuned means it's too strong (tuned too much). Pretty self explanatory and logical.
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>>566021935
I don't know about 'old' old, I would say it only came around as WoW became more and more casualized, probably like Cataclysm era or the tail end of TBC (a lot of people bitched about Sunwell). EQ had encounters that were never intended to be completed, but no one described them as 'overtuned'.
It just sort of spread into gaming lingo from there. I don't know if zoomers have caused a resurgence because I'm not in zoomer circles.
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>>566022546
Actually it would be better to say
>undertuned (tuned too low), overtuned (tuned too high)
It's natural to associate under with weak and over with strong, that's why it stuck, even though tuning itself can go both ways.
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>>566022546
>Yeah, this is what I said but in a different way. Tuning can go both ways.
You (or another anon) were also trying to claim that tuning usually means "adjusting up" and this is what I disagree with.
>That means you haven't followed many live service games I guess.
I've played a few, I haven't played fortnite or valorant or whatever so maybe it's popular in a few games like that.
I can tell you it's definitely not
>anywhere where balance changes happen
Because 99% of games nowadays get balance patches, even most single player ones, and none of the ones I play or care about use this.
>>566023189
Yeah that's actually very logical now that you describe it that way.
In fact I think my hangup is probably that I learned the word "overfitting" before "overtuning" and so I associated the latter with the former rather than with "tuning too high".

>>566022587
>probably like Cataclysm era
So still 15+ years old. Yeah, I've been seeing it used lately in plenty of casual or normal contexts, despite never seeing it before, so I'm pretty sure it got into zoomer slang literally some time earlier this year, or maybe late 2025 at the earliest.
I'm not in "zoomer circles" per se but zoomer slang leaks into general online slang very easily so that's my explanation for why I've heard this word dozens of times this year and literally zero times before.
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>>566023383
Hmm I don't really know where it comes from, maybe WoW, maybe not, I never played WoW initially because I was sure I would get addicted and later on because I got angry at Blizzard for not making Warcraft due to WoW being too successful and overtaking the franchise.
Can't check my personal logs because all my means of online communications older than discord have already died but I've seen the words in my Granblue guild full of fellow 30+yo since 2017 and see them in boomer RTS communities too.

As for buff/nerf, while these are extremely common among players, many companies go out of their way to never use these words, most likely because they carry the connotation of messing up and having to correct the past mistake. Meanwhile saying the balance is being tuned in a patch implies it was already good and they are making it even better, even if everybody knows that's not true.
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>>566016913
The modding scene is in decline so the good new mods that come out and few and far in-between. Most of the staple "must-have" mods are mods we've been playing with for over a decade, assuming they didn't become abandonware in the meanwhile.
For instance, why would you make a magic modpack with Blood Magic and Botrania on 1.20 when you can have the same fucking pack on 1.17 and also add in Thaumcraft and Witchery? It's not like those two ancient mods have been adding any content but bugfixes between version ports.
The only reason to play memeversions is Create and even that's so beaten to death people are getting fatigued. So naturally modpack design has to go in a different direction.
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>>566024640
*not making Warcraft 4
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>>566024672
>1.17
1.7.10*
always proofread your posts
>>
> Aerofags too busy having fun in the game to post in the thread
> Pathserbmen too busy with rl
> Ah but the greggers have time and are keeping the thread alive
> Let's see those bases they are spending 1500+ hours on

> Nope it's screenshots from the actual dictionary rather than the game
You autists are stuck so far up your own ass it's getting hard to believe. Man I hope we get islandserb soon and this tedious semanticsposting can be drowned out with new maps and webms.
>>
>>566010150
Usecase?
The benefit of centralised hosting like modrinth (and even curse) is easy discoverability and searching of mods, plus automatic integration into launchers like Poly. A separate instance that nobody really knows about and has a small handful of users seems not much better than just ad-hoc catbox links.
Plus, does modrinth have a censorship problem? If yes then a chud instance could make some sense if there's genuinely going to be people with a clear reason to use it and equally clear reason to come search for mods on it. I haven't heard of any such issues yet though.
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>mfw looking up shit like friction drives and camshaft ratios to learn how to build shit in fucking minecraft
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>>566025509
>nuversionsissy brainlet is scared of words
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>>566029809
To be fair, you have to have a very high IQ to understand Aeronautics.
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>>565933012
>no one likes hunger
No one likes breeding compressed cattle until they enter a new stage of matter to then cull with a fire aspect looting sword for the hundredth time so that they can cram their faces with steak every 5 minutes. Despite the thousands of man-years spent on modding and vanilla development, no-one has come up with a compelling alternative. The deficiency there does not mean maintaining the fragile, specialized equipment that keeps you alive in a toxic, alien environment has to be boring.
>>
I've been playing prominence 2 and I'm kind of disappointed because it feels like a kitchen sink instead of rpg with lore and story
Does it get better? I don't want to drop it since I've already spent 10 hours on it, but it's starting to burn me out
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>"torjin"
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Anyone played either Linggango or Mayview packs? Torn between trying these two
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anyone have any experience with regions unexplored? i'm starting to get oh the biomes you'll go fatigue and i really don't want to go back to bloats o' plenty
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>>566034619
Yes and no. The story is very thin, no doubt about it, but that's common enough in rpg modpacks. Hell in rpg games in general. It's a diablo, the bosses are pretty damn cool but in the end it's all about the shiny loot treadmill. If that doesn't appeal to you I wouldn't feel bad for dropping it. There certainly are a lot of mods included which have absolutely no place in that pack. But you can easily ignore them, the rpg magic and enchanting systems are the only thing required to finish the lategame.
I can't really think of a skyrim style story rpg modpack. Maybe castlefag's map?
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>>565992984
I was in the middle of moving them then logged out
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>>566041141
all biome mods are bloat THO
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>>565983452
>1.12.2
>no cleanroom
>not forking every mod to optimize it for the pack
How could it ever compete with GTNH?
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>>565983452
>>565938387
This looks like schizophrenia smells.
>>
>STILL no cctv mod or redstone wires
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>>566045394
https://www.curseforge.com/minecraft/mc-mods/vista
?
>>
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>>566029548
Usecase for your own website? Just post on facebook goy!
I like being able to organize whatever jars I feel like into a pretty UI made by UXtrannies.
I already hooked up auto-updating maven support for mod versions, and github comes next.
I plan on making a PR to poly and fjord to be able to add arbitrary modrinth instances, and combined with the previous feature, I will be able to use pre-release (and mods not released on platforms) gegtech: neighborhaters github jars seamlessly in the launcher.

>Please remove the org/fentanylsolutions/fentlib/util/FileUtil.class
>Please let us know why your mod needs the "org/fentanylsolutions/wawelauth/wawelclient/oauth/MicrosoftOAuthClient.class," and if not needed, please remove it.
>Thank you very much for contacting us, I will do my best to assist you with CurseForge :)
>Please also explain the use of the "org/sqlite/util/ProcessRunner. class
Wawel Auth will be out on 'rinth in 2 (more) weeks probably, and curse janitors seem to use some dumb LLM to inspect mods now.
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>>566045394
Security craft 1.12 has compatibility with waterframes tvs. Don’t know if they’re compatible on newer versions but I’d assume they are
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>>566046846
What makes you think organising jars is a metric?
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>>566045394
techsissies?
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>>566046846
Just so you know, the sneed and fent are extremely obnoxious and make sure i won't use your site.
Before you go accusing me of something, know that I've been on this site for ~20 years. I just think it's equivalent to wearing ahegao tee in public. There's plenty of other ways to show 4chan roots without going full retard. Have fun attracting /pol/ rejects I guess.
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>>566002568
what is this screen from?
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>>566049915
I'd imagine it's from the game Minecraft which was altered with a mod called Ecliptic Seasons. The player was underwater, in a warm ocean.
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>>566050841
Source?
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>>565984730
>>565952872
>>565987346
I'm for sure going to make a pack from this at some point, I've had the idea for years, long before aero was even a twinkle in your daddy's eye. That said it will be some time, I've always said I'll commit to it fully once pathserb winds down. I'll try to make it playable without shaders but honestly I've always been about a noncompromising "vision" as pretentious as that sounds, so if I can't make it look good without shaders I will just do it with shaders. Same reason I stopped caring about using my pixel perfection fork. Its not my fault vanilla MC is ass fugly. Also it may not appeal to everyone's wishes. We can see in MCG alone how whenever someone raises an idea you get half the people being like "don't add too much bloat" and the other half asking you to add 6 million of their pet mods. If creatives always pandered to the median crowd then Marvel movies would be the most commonly consumed modern media... oh wait, fuck....

>>565993742
There's some great ideas here to think about, but around half of them would require actual modding ability. I doubt fog preventing plant growth for instance is possible without the modder adding api for serene seasons or some other mod. I guess it could be possible to make plants not grow below the Y level where the fog is present, but I'd have to find a mod that does that, I'm no coder. Maybe with claude but thats a whole can of worms. Good inspo though. Same goes for items to make the toxicity go away in certain places. The caustic level is a plane, its not volume based, its just a glorified "below Y value X you take poison damage". Misty world mod as I mentioned above is very promising but the guy developing it seems woefully unenthusiastic, I doubt we will ever actually see a nu-version remake.

tldr, I'm sure I will make the pack, but don't hold your breath. And even when I do, it will be very themed and probably on a custom painted map.
>>
>>566050841
A seasons mod adds a submarine structure made with create copycat microblocks and using pixel perfection resource pack, the image of which is found nowhere on the mod page?
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>>566050841
I was asking about where the build is from, thats a really cool ship and I'd like to see more of it.
>>
big canons is kind of cool
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>>566046846
Just so you know, the sneed and fent are extremely based and are incentivising me to use your site.

Wearing an ahegao tee in public is based if and only if your presence has a merit that compels people to put up with it and approach you anyway. Just empty shitposting is meaningless, but making good mods and resources that people will actually have a reason to use use and then calling them sneed and fent is therefore based.
>>
>>566051373
henlo fren, I haven't forgotten about that gravity liquid pump mod you asked for, I will make it but life's a little busy atm.
The airship stuff is very exciting, very sad the islandserb anon didn't pull through. I can't be bothered to play this stuff on my own. Need some frens so we can breeze through the early game.

Anything going on on pathserb? New dungeon build maybe? I'll try to fit in a few hours this weekend...
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>>566062084
Hello fren!
>gravity liquid pump
hell yeah, I'm honestly surprised it doesn't exist yet somewhere. But no hurry, just a QOL thing.
>I can't be bothered to play this stuff on my own. Need some frens so we can breeze through the early game.
Same, my only joy related to MC comes from making stuff for people to enjoy together, so whenever I get around to this new pack rest assured it will be multiplayer friendly. Though likely more focused on a small play group rather than a large server. I think a desolate landscape below toxic fog lends itself better to a more cooperative playstyle.
>Anything going on on pathserb? New dungeon build maybe?
A new dungeon is my next wish list idea. I have a great idea already, freetime is my main antagonist at this point.
>>
>>566059742
there is no point in it. people can't even figure out how to pretend PVP in creative mode.
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>>566062918
fun, fun is the point
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>>566063167
they are pointless decorative blocks though there's no fun to have
>>
>>566063447
They're not decorative, they are functional strictly speaking, and even if they weren't, there are hundreds of mods for minecraft that are purely cosmetic and decorative and serve no function whatsoever but are still fun because building and design is like 98% of the game.
>>
>experiment with the offroad stuff
>whats this, wheels? they turn if powered on the side and break if powered from the top
>wait i can stick redstone links here and control it with a literal remote control remotely
>make a medium sized mining machine with the borehead thingie on the front, with two rock crushing wheels
>assemble it with physics
>the moment its powered the borehead immediately freaks out and spins faster than a fucking helicopter IRL except it mines extremely EXTREMELY slowly and is obviously bugged to fuck
for fucks sake guys cmon
>>
is there a mod to waterlog a block from any angle, by aiming at it?

like, aiming at the back of stairs with a water bucket and being able to waterlog it from there?
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hey bibliocraft
you doing alright?
>>
>>566067461
From my experience you can waterlog blocks regardless of the state of the face you click on.
I've frequently waterlogged topslabs or random other nonfull blocks because I forgot I was looking at one, so often that I've come to fucking hate waterlogging.
>>
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https://www.youtube.com/watch?v=H0H7mx1nR0o
>Japan enters the aeronautics age
>>
>>566069617
for me, i play somewhere where griefing is just an absolute certainty, so i build a 2 block waterlogged fence wall around everything and top slabs with water under them for the floor, just to make it annoying to break without using obsidian. better block placement helped but holy fuck the tedium of doing it is getting to me at this point even if i refuse not to
>>
>>566070681
stairs, not fence*
yeah if i could waterlog a block from just aiming specifically at it, that would make life dramatically better at this point honestly
>>
>>566067461
Vanilla lets you do that? I know I’ve unknowingly waterlogged upside-down slabs that I’ve been walking atop.
>>
>>566071314
what the fuck
you are right

when did that happen

i'm killing myself don't worry its ok
>>
>>566071595
Ever since the waterlogging update.
Anon...
>>
>>566071912
i don't know how i didn't know
i painstakingly aimed at that empty space in those stairs for years
>>
Huh I remember some anon mentioning this before but I never tried it, sailing in the void seems cool
https://www.youtube.com/watch?v=96fM834dykg
>>
page 10...
>>
page 7...
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>>566081958
page 6
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>>566082571
page 5
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>tips
>turn off this device
>device can't be turned off with redstone
not only is that not a tip, but it's also wrong. The only way I can think to turn this thing off is to connect it to a battery and toggle the battery feeding it power, but that would still require it to blow off thousands of rf doing nothing before powering down.
>>
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>>566083595
>The only way I can think to turn this thing off is to connect it to a battery and toggle the battery feeding it power,
wound up just tying the battery feeding the induction motor to the same toggle as the servo that puts the cobblestone into the machine that the induction motor powers. Looks like shit and requires me to blow 2k rf every time I turn the motor off (which granted is a negligible amount) but it works.
>>
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>>566062084
>islandserb anon didn't pull through
still here

provisional version 1.0.2 is done:
https://litter.catbox.moe/tkh5fk.mrpack
if there's no issues, i'll see about hosting, but i've never done so before so please be patient
>>
>>566049858
>>566061801
Objectively speaking, my branding is indeed over the top, and alienates normal people. When I started modding, I was disappointed to see that most people in the milieu either cut off their dick, or will ostracize you for thinking that's a bad thing. So I went the cringe larp reactionary route. (Doebeit I really liked the sneed meme, and enjoy jaks.)
I thought about doing something more toned down, but it would require many, many seds.
And for whom? Besides gtnh and their redditor crowd, no one else plays this dead version.

>just empty shitposting
I got 27k dls on curse, and quite some positive feedback for my latest work, into which I pour a lot of heart and effort. There must be at least something I'm doing right.
>>
>>566086839
can you kill yourself? please?
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>>566087719
>t. new hormoner
>>
>>566088921
no I hate gtnh(trans) and I hate sharytards(chuds)
I just wanna play the blockgame
>>
>>566089000
who's stopping you
>>
>>566089000
Please do not skip the quark screen sir.
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>>566089110
>play gtnh! (10x)
>Mods for this feel? (10x)
Ruining the general for blockgame lowers the sharing of information that benefits playing of the blockgame.
>>
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>>566089227
/mmcg/ has so much less lame ritualposting than basically every other thread on this board.
Some of these gacha threads are literally just 750+ posts of the same people posting "Sex with my wife Xingxong Bingbong!" every day, forever. /mmcg/ gets a lot of gameplay posting comparatively, especially since aeronautics came out and anons have been posting cool builds.
>>
i haven't played this game in ages and god fucking damn every fucking time i do it's even more depressing than the last time
how the fuck has not a single good mod been made since create? always the same goddamn mods with the same goddamn features since 1.7.10 or so. what the fuck are these devs doing, just porting their mods for curse funbucks?
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>>566092462
literally yes
they get funbux from server hosters to advertise for their mod on the curse page so its endless ports
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how do I add a 67 karat golden labubu to diddy minecraft
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>>566095828
>diddy minecraft
immersive petroleum. Thermal cracking oil creates lube as a side-product
>>
>Been playing Society: Sunlit Valley Cobblemon
>Basically stardew valley in minecraft with cobblemon who can work for you
It's a shame that it's almost palworld like but without the mons actually moving to their workstation
>>
Yeah I think I'll just continue Stoneblock 4. It's probably not worth doing All the Bloat 10 just to take a look at the 1.18+ caves..
>>
Can anyone tell me what I need to know to host?

The pack will be: >>566084757, 150 mods with DH running server-side, 1.21.1 NeoForge. I can't find any straight info on what specs that might require, one place says 6GB RAM, a hosting provider suggests 10-12GB (@$2.70/GB/mo), AI tells me 24-32GB, no clue if GPU acceleration is used by DH or any of the performance enhancing mods, or what kind of CPU specs are needed.
I imagine I can just use whatever specs pathserb uses if it's smooth enough, maybe a bit more because Sable physics?

Then there's server-side utilities, both mods and programs running alongside the server .jar, like for backups, though it seems like many servers do their own backups anyhow.

Then there's the matter of choosing a host. Pebble is a bit cheaper than Bisect and has better customisation of server specs, but even here I don't know what the market is. An anon a thread or two ago mentioned using a VPS that I could also host the modpack itself on, right? Seems like that would be a lot more involved. I do linux stuff, but never network stuff.
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so i'm thinking about gasoline
naphtha is easy, everything around me is raw oil. refinery gas is easy, even if i didn't have a natural gas deposit it'd be a naphtha byproduct
methanol and acetone seemed like more of a pain in the ass but, aside from needing a quicklime loop for acetone, both are single stepped from hydrogen and carbon monoxide. and carbon monoxide is basically just nether air
toluene is probably the most annoying? but if i set up a heavy oil pumpjack i can do a direct distillation setup and it really isn't that bad

oh and also the whole 'raw gasoline strictly requires an LCR to run its recipe'. there's that. fuck PTFE.
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>>566111864
Im hosting the current one from the free google cloud trial which is the equivalent of a $200/month server from those hosting sites
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>>566112375
Do we have similar calculator/planner, GTNH sisters?
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i have made one (1) LCR and discovered that the PTFE shortcut recipe i wanted to use requires IV power
multistep it is
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>>566114079
What's the specs like? There's an expired link in the pastebin about doing that for Oracle cloud for free, any idea how it compared to that? Did you follow a guide?
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i have never before experienced pic related as much as i have right now, dicking around with aeronautics
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>Waterworks
>Create: Deep Seas
>Aero team doing their own water shit
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3.72 MB MP4
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>>566128691
No fucking way. What the actual fuck. It's RCT in minecraft. HOW in tarnation.

mod link NOW
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>>566130041
they haven't posted it anywhere yet, just been posting about it in the aeronautics discord
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I feel like this should've been made like 8 years ago but cool
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>>566130354
Jesus. I thought we were living in the modding golden age with Aeronautics but looks like we had no clue even. What a time to be alive. This looks so fucking sick dude.
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Do any mods that implement clubs/cudgels with an interesting mechanic to them? Looking for something that suits a goblin.
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>>566131417
Create aeronautics
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>>566130427
what's the point? you can automate every ore using base Create Crushers anyway
there will NEVER be a reason to make long-distance logistics other than bragging rights
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>>566134143
I've disabled your brain, as you can see, its working
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>>566135061
yeah, you're right, i AM playing with create after all
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>>566134143
Boring, also not really true I think. Zinc for example can only be fully automated with additional recipes.
These are not base Create.

The bigger problem is always with chunkloading. It's all well and good when you have a mining outpost very far away but it's only going to run when you are actually there. In 1.21.4 building a chunk loader is as easy as throwing an ender pearl but Aero is on 1.21.1, pain.
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>>566111864
What I'd do is grab a VPS with probably 8GB RAM (or 16 at most) and just throw the pack on there. Most hosting providers have some kind of managed backup solution for their VPSs for a couple of bucks a month extra. Disable password login on ssh and that's basically it, no need for any extra "network stuff" unless you wanna set up a domain name for it or something.
Then if it runs slow upgrade the VPS to a better CPU or something and copy over the instance, just try it and see.

No idea about managed hosting providers but I'm pretty sure they generally work out to be more expensive
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>>566112375
I am thinking about the exact same thing right now. I already have a tree farm so I'm gonna be distilling charcoal byproducts for my methanol, acetone and toluene. Acetone is under-represented in the distillation products but there's a bunch of precursors like acetic acid that can be easily reprocessed into it if I'm running low, I'll figure it out as I go. Toluene can also come from trees.

>nether air
Fuck interdimensional gas transport

>fuck PTFE
Half this shit works better with LCRs. Just set it up. In fact set up your first LCR to make tetrafluoroethylene so you skip the chloroform step. I assume you should have chlorine around (if not just electrolyse some salt water), and methane is easy like you said.
In nomi you can get renewable fluorine from black granite that rock breakers can make starting from EV, do you have that in moni? If so then you'll have infinite PTFE very soon, but for now in HV you only need like 3-4 reactors (TFE, gasoline, a couple for some intermediate steps maybe). Also for a lot of shit you can overload a reactor by just adding a bunch of different input/output hatches, I think you could for example make one reactor create TFE and then cycle it immediately into PTFE by routing the output to an input and feeding it titanium tetrachloride (or oxygen), all in the same multiblock with just a shitton of hatches everywhere.
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>>566130427
>factorio has weird ass surface ore deposits as a compromise because the game is 2D
>minecraft is actually 3D and can have underground ore veins
>add factorio surface ore patches to minecraft for some reason
???
>>
>>566138963
it was easier for him to slopcode anon, come on now
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>>566136892
what do you mean? loading a static chunk is the easiest thing in the world and Create: Chunkloading keeps whatever contraption you're using to transport stuff chunkloaded
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I'm blatantly stealing assets from other mods to implement them in my creation then publish it online.
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>>566143796
don't do that
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>>566139786
> Create: Chunkloading
Not on 1.21.1 and not on Modrinth, also looks shit
> Create: Power Loader
Decent. Loads chunks near train stations when the train enters there. Not bad.
However what I like so much about the 1.21.4 method with ender pearls is that the chunks are loaded only so long as the owning player is online. This is so great for servers, you don't have shitty chunk loaders all around long abandoned bases taking up tps. But players that are active and online don't have to afk at a place but can go do something else instead while the farm keeps running. Pick up the pearl to get rid of the chunkloader, couldn't be easier.
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>>566144123
vanilla mechanics are genuinely for the mentally ill
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>install C:Diesel Generators because coal and steam engines are retarded on modern vehicle designs
>the fucking things start on their own and need redstone to stop, no config to reverse this
>despite being a Create addon, it tells the analog lever to kill itself, either being on or off
>the sound doesn't loop properly, raping ears every two seconds
What did they mean by this
Fucking TFMG's engines are infinitely better than this and that mod is a broken jank mess made by kids iirc
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>>566115930
trannies are busy implementing in-game animated guides to handhold mouthbreathers through vanilla automation
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>>566145828
i've thought it's a chink
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https://youtu.be/GklNFpg19j8
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>>566147442
The camera fix mod seems good. Probably won't fix that thing where when a ship is tilted then you can't go through doors.
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>>566128691
you know what maybe 1.21 isint so bad
still FUCKING RETARDED thougheverbeit
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>>566143796
keep doing that
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>>566145828
>vanilla mechanics
How does the furnace output into the chest
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>>566147442
Oh drive by wire for aeronautics, that's great.
>>
Hey homosexual, start a single player game first then join.
>>
>forge modpack installs several fabric ports of forge mods via the connector
gee i wonder why these always run like shit
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>>566153939
Sloppacks are made to run like shit on purpose so you rent servers to run them instead of doing it from your own machine.
You should never trust a sloppack, but you should trust sloppacks that have promo codes on them even less.
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>>566138742
>Fuck interdimensional gas transport
it's one ender tank for a fuel supply and one ender tank for air transport, plus a chunkload toggled on the map
>just set up your first LCR to make PTFE to skip chloroform synthesis
see >>566116804
i absolutely do not have the power gen for it right now, that's what the gasoline is for
black granite passiving for fluorine is a thing but i don't really care for it
i had the momentary thought that setting up ticl4 for plastic polymerization would actually be really nice to cut down on oxygen use but it wouldn't really fit into my existing polyethylene/pvc lines and also i didn't bother set up chlorine/salt/hydroxide from salt water yet. probably should, sooner or later



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