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File: 1766541308732554.jpg (2.2 MB, 2560x1361)
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Bee 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/
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

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

>Alive /mmcg/ servers (Do you have a server up? Add it to the OP! Having trouble joining in? Check out the Resources pastebin!):
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
Sprockets, Islands, and Airships (1.12.1): http://34.42.129.221/ for server&pack

Prev: >>566767115
>>
>playing tfc
>make charcoal pit
>put 20 stacks of logs in there while i cook some soup
>its done now
>forgot where i dug it
>>
>>567986305
/gamemode 3
>>
Anyone playing with Create: Air wars? I'm having problems with the rocket launchers, they shoot off in the distance but the actual explosion just happens on the launcher itself. In other words it just blows itself up. No problems with the machine gun it adds.
>>
>bee edition
>not beedition
one job
I don't know why
>>
Could not find a way to change block explosion resistance except by adding KubeJS. fml I wasn't planning to learn that shite anytime soon but I guess today's the day.
>>
The longer I keep looking for modpacks, the more I realize that GTNH has everything I want
but...
>>
>>567995386
Ok wasn't too hard actually, just that nowhere in the docs I was told this could only be done at startup scripts and not in the server scripts. It errored out and told me in the console though so not too bad.

We should have done this on pathserb for the 9/11 event. I was so scared to break the rails then, the explosion got completely mistimed. Still good memories of course.
>>
>>567995962
You can install GTNHRates to modify the rates if the time is too long for you
>>
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which wood is this, you guys?
>>
>>568001350
yes
>>
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>>568001350
Those are leaves, not wood.
>>
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it's not much power, but it's honest power
>>
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sheeeesh
>>
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Haven't really been feeling the survival lately so I decided to do some creative stuff today. Spent the entire day on it, a good 10-12 hours probably. Doesn't even come close to enough. Also my pc can't really handle it, but the concept is great I think. Once this simurail mod comes out it'll be a lot more doable hopefully. It does work with Ferronautics but it's not exactly easy.

It's a starfox on-rails shooter experience. I'm using shitty Create: Air War weapons, they love blowing themselves up, with Big Cannons it'd be much better I think but that mod is too complicated for me.
>>
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>>568006370
>>
>>568006585
There was supposed to be a wingman like Falco, Slippy or the girl I forget the name of. Kat or something? Of course I completely mistimed it and he flew off way too fast, didn't see him again until the end of the track lmao
>>
>>567997202
What version are you playing? I have a huge blob of Kube.js stuck in 1.19.2 I've been too lazy to update, mostly to add blocks from mods I don't want to use like Quark, and some custom recipes.
>>
>>568006585
>minecraft is now spengies
>>
Defense satellite with guardian beam turrets. I don't think they fired during the run, they're quite finicky, honestly might as well just have put some actual guardians in there.
>>
>>568005475
Is this fagaxia?
There's simply no need for this bullshit
I also detest the fictional names
And I will hate the troon textures they are going to make for every planet
>>
>>568007242
Space engineers? Maybe. Obviously there is actual space mods, this is just a flatworld with skybox and some builds pasted in. You don't need to have the ships on rails either there is actual thrusters. I do feel, at least for space stuff, you're currently better off with VS still. On the Aero side the mods are a bit undercooked, which is fair enough, things are moving really fast.
>>
How do i manually create a MultiMC instance? I've a jarmodded Alpha world and not sure if the automated import will work.
>>
>>568010642
I don't know how it works for jarmods
But for newer things it's piss easy you just make a new instance of the version you want with the modloader you want and then drag in your mods and configs
>>
>>567999375
MAWPC
>>
modded is aryan
>>
Horror pack development
>sanity got a 1-1 port to 1.21.1 a few days ago, huzzah
>went through the magic list, got a few mods i want to review
>gonna go through the mob modlist see if there's anything interesting
still leaving an open question of what to do with some of the undesirable biomes like jungles

do i replace them? maybe do a whole world overhaul for horror themed biomes? should i run the pale garden backport? Can't find any weeping angel mods on 1.21.1
>>
>>568025220
just entirely drop those biomes. Doom & Gloom has a nice biome and ghost for horror purposes
also add consecration
>>
>>568015574
Yeah jar mods are annoying, it's hard to justify them even my autistic nostalgia self is slowly growing awry of them. In theory i can just make a vanilla install and patch it myself but it wasn't that easy even with the so called "safe mode" in MultiMC, there was no sound; I had to use an old version of TLauncher to make this shit work.
>>
>>568019564
>might as well pick cotton
yessuh, massa!
>>
>>568028287
funnily enough you will probably end up picking a lot of cotton in GTNH, it's a good source of wool/string.
>>
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Is there a way to fix Propulsion thrusters sharting all over the place when it's on a turning vehicle or is life a big fuck
extremely gay how only the creative thruster can disable its exhaust
>>
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>>568031284
Imagine showing this to a minecraft player ten years ago, they'd shit themselves
>>
>>568031284
Realistic MiG-23
>>
https://youtu.be/IXtsJ_40Xrk
>>
>>568034635
I thought this was pretty well known, you can also use them to "teleport" items
>>
>>568032268
>TFW 1.7.10 was over 13 years ago
>>
>>568030156
with that cheat mod 6x6 patch is enough to pick only three or four times in total
less if you don't use animal traps
>>
>>568032268
>>568034370
t-thanks
>>
>>568039365
sounds a bit boring imo personally, *needing* to make a more robust setup because you end up needing so many materials is a large part of what makes GTNH what it is, if you can get away with using the easiest most piddly setup for everything because of the rates I don't really see the point.

But to each their own.
>>
>>567985719
OP are there any mods like SeamlessAuth for 26.1.2?
>>
>>568027660
>Doom & Gloom
not really the vibe i'm going for
>Consecration
not on 1.21.1, i do have the sunscreen mod though
>>
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>>567985719
bees really suck at the start but honestly they're so so worth it, once you start getting stacks and stacks of free shit for doing absolutely nothing, it's an amazing feeling. Even slow completely un-optimized bees will give you like 6 stacks of basic metals passively every 24 hours in an alveary for stuff like silver, copper, tin.
>>
Less than a week till we're going to see the end update announcement!!

What do you want from it?
>>
>>568050693
I want it in my end.
>>
>>568010642
You can always give it a try and see what happens. How do jarmods work anyhow? Is that a pre-risugami thing?
>>
>>568050693
don't care about vanilla, they're a dissapointment every time
>>
>>568058669
vanilla updates are fun, but very slow, so they're not worth revisiting the game every update, though like every 5th update or w/e it's good fun, at least to me.
>>
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Got my first AE2 ready LCR setup and testing my first recipes. Can currently do ammonia and polyethylene, but should be able to do many different recipes hypothetically. Also been setting up fluid storage and such for a lot of the basic chemicals, my ae2 network is starting to balloon. I even made a little setup that automatically pulls any diluted sulfuric acid from the network, since it's a byproduct for polyethylene, sticks it in a lil distillery, and then puts the sulfuric acid back into the network.
Need to work on the baby platline soon prolly.
>>
>>568050693
The end of java so we can finally have a defined version for modding
>>
>>568037572
I didn't know about this at all, nice. I prefer linear contraptions on minecarts from an aesthetic point of view but they have a lot of problems with chunk unloading. The simple radial farm just works the best and with this it's even nicer.
>>
>>568006972
That was 1.21.1 Neoforge (for Aeronautics).
Like I said it's the first thing I ever did with kubejs so I cannot tell you anything about it really, no clue whether scripts are compatible between versions.
>>
Well it's back to the aeroserb now, there's a few folks on, come and have fun!
>>
>>568077226
Nee, ik wil graag GTNH doen
>>
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Guntlemen, I've discovered why we no longer use belt drives as power lines in real life.
>>
>>568077226
I'm a euro so i got FILTERED
>>
>>568077226
Bros we are having a great time here lmao.

>>568088147
I'm also euro and my ping is perfect
>>
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>>568090602
The falling island has joined the logs as a permanent feature of pathserb vacation island
>>
>>568041274
4 6x6 patches is not that hard or sophisticated or whatever, just more area and time spend on absolutely the same nobrain action
>>
>>568088084
suffah, bish
>>
https://modrinth.com/mod/ship-trails-for-sable
>>
>>568095584
Love that, looks great.
I have been reliably informed there may be a (deep) seas serb some day in the future. For now Aero ship and buoyancy mechanics are much behind VS but we can expect that to improve at some point.
>>
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>>568099901
It would be comfy to have a cruise ship commie base. Travelling between sporadic clusters of islands to mine dry of resources
>>
>>568077226
Is aero serb the "Sprockets, Islands, and Airships" pack in the thread header?
>>
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I think it's finally time to tear down the wind and solar plant and build some more suburban-style housing developments there.
I'm gonna put the ecofarm on the hill (hopefully the height and lack of obstructions makes the windmills output more power) and with the added space I might also look into building an immersive technology steam power generators.
>>
>>568105440
Yes, aka luddite aeroserb, aka aeroserb 2. Let that be a lesson to all, if you make a Minecraft server for /mmcg/ the name had better end in Serb or Craft.
>>
return trainserb
>>
Is this the most obscure mechanic in all of Create? Did you know chutes can be encased using an industrial iron block? I have no clue what the purpose for this is.
>>
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>>568090602
Who is this demon
>I'm also euro and my ping is perfect
I thought it was hosted east coast US.
>>
>>568107649
West coast I think. Also that endieman got brutally mogged. Imagine being happy with yourself about picking up a grass block and you see someone picking up an entire sky island, that's a small dick moment.
>>
>>568106374
I learned this month chutes will connect at a 45 degree angle if diagonal to a block i swear every fucking time i look at this fucking mod there's a different small mechanic

as for why you want to encase a chute uhh so it can't be waterlogged? light level mechanics? I dunno
>>
>>568106374
Probably just aesthetics, also full blocks are slightly more performant for rendering
>>
>need bacteria
>it requires a brewery in a sterile cleanroom
>want to scale it up with a multiblock
>multiblock breaks the cleanroom because it uses a muffler
AIIIIIIIIEEEEEE
>>
>>568111442
go get the maint hatch that makes the multiblock into a cleanroom
>>
>>568111717
Which is?
>>
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They're teaming up to keep me from that dungeon.
>>
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I like how the new wind and solar plant is coming along. I'm going to have to try and figure out the best way to get power back to the factory. Immersive Engineering high voltage wires would be the most efficient and prettiest solution, but all the uninsulated high voltage power lines might fry the local wildlife, which is a concern.
>>
i wish gregtech had IE high tension wires
>>
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it only took 8 and a half hours but I've officially gone steel
>>
>>568115834
Just overpower them and then do some HMOFA mating
>>
>>568115834
bro???
you're bow?????
>>
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The old wind farm has been terraformed and is ready for construction. I think I'll just copy the development for convenience's sake, and then on the other side, I'll make a nicer house for my MCA family and meidos to live in. They've been living in a different house way outside the city walls, which makes me kind of anxious.
>>
>>568128672
It'd be more like HMOFF in this case.

>>568129126
Not powerful enough. Plus I ran into like three other dinos in the general vicinity. Don't know where the dragon came up from.
>>
This is retarded, I really like it.
https://www.youtube.com/watch?v=KB56HvY6-2E
>>
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Running chunk abducting experiments has ensmoovened by brain, someone design a floating construction platform for me so I can get at shit under the skylands.
>>
>>568131372
The A is standing for Animal in my case
Not that calling a dragon an animal wouldn't annoy it
>>
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>>568130401
building gadgets is so GOATed
>>
>>568146290
does that aquaduct actually function?
>>
>>568152060
its supposed to be a road, not an aqueductI could run pipes underneath to transport water long distances so its like an aqueduct, though
>>
>>568154000
They look really narrow for a road tho
>>
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>>568156441
yeah, they're only 3 blocks across. I'm building them super cheap because I have to build them everywhere. I've burned through 10s of thousands of stone bricks and asphalt at this point, even with my excessive corner-cutting
>>
>>568103615
Yeah weight being less of a concern would more easily allow for mobile bases.

But I have no idea what terrain generation would fit for an ocean server. All the generators look to be doing ultra large continents, not little archipelagos with cliffs and beaches and grottos. And good underwater terrain is probably even harder to come by. Maybe tweaking Yung’s or some other cave mod I could generate underwater caves big enough to pilot a sub through, without constantly getting caught on the walls.

But the submariner aesthetic is different. With an airship you park your blimp by rope, hop out, and mine a floating island. With a submarine you’re stuck in its pressure hull, you dig and gather and fight through your vessel. You could break that by just swimming out of your sub, but I want a proper pressure mechanic so I can have a moonpool in my sub. Gating deep ocean activities behind actual vessel equipment instead of just a backtank or a potion would be good for progression.
>>
mods for this feel?
>>
>>568157002
jenny mod
>>
>>568157002
ender storage
>>
>>568157002
Alex's Caves
>>
>>568156864
There is no such thing as a good underwater terrain because even in real life the gonna be just a combo of mountain + plain + ravine. What you want to do is adding better flora and fauna to it and maybe some ruins
>>
>>568157002
Lycanites Mobs
>>
I want 1 animal to spawn from a big mod, I'm going to use bad mobs to block all the others. Does having all those mobs constantly being blocked cause any issues? Bloat? What about all the recipes from the mod loading even though they aren't accessible?
>>
https://modrinth.com/mod/trickster

hex casting without troonslop and retarded loot and advancement gating
would love this on a serb
>>
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>>568160821
>>
>>568160745
can you just set spawm rate to 0
>>
>>568162515
what sect of society funds people to transition AND learn minecraft's engine to program Java mods
>>
>>568156864
>>568157879
My opinion on heavy water worlds is that there isn't a problem necessarily with ocean generation, you can have some really cool places with coral reefs or hypothetical heavy tide areas from magma block mechanics, and structures are just as fun to explore from the expanded swimming mechanics compared to a lot of other games

ocean worlds fall apart when
A) islands are basically non existent, turns out people kind of want their bases, hypothetically aeronautics will fix this with large ships but it really sucks if you want to do any tech progression and oop no room for all your jerk off blocks
B) Caves need to be flooded and keep the ocean vibe, there's a heavy disconnect when coming out of some colorful shaded godray ocean full of mantas and popping into the same gray cave we've seen for 15 years
>>
>>568162656
I think that's what bad mobs does. I'm mostly asking about performance and the 100 recipes which I don't want to load either.
>>
>>568164209
Sea cave are ultra creeppy compare to normal cave due too all the gray giant coral, transparent worm and the lack of light
>>
>>568164209
Mob spawning will be a big problem too. Could you specify mobs to spawn in underwater caves only? To stay at certain altitudes and not swim higher or lower? Could you have sessile lifeforms like giant anemones that try to eat you, or limpets that stick to your ship and slow it down?

How would you sidestep vanilla mob resources like bones and ender pearls? And what about the nether and end?
>>
>>568167634
Nether lava ocean could be really cool actually. Fortresses and castles emerging from either ocean would be awesome.
Maybe you could do something nuanced with an end void sea.

Eventually there will be room for a Above and Beyond and Sable modpack, proper progression includinf Cassini, that will be fun.
>>
>>568157002
Flywheel
>>
>>568160745
I used to install mo creatures because I want only the horses and nothing else. So I used bad mobs to block all other animals, the result is quite unfavorable, the overworld is basically an empty wasteland because despite blocked, those other animals still take up the spawn weight. That was in 1.12.2. The safest way to approach this is to see if the mod contains a built-in config to disable the mob from spawning. If you're on meme versions, you can delete the forge spawn file in the mod jar itself.
The other features from the mod? I think it will contribute to the bloat, depends on the mod, it can cause performance issue.
>>
Can you configure the conversion crucible in Alex's Caves to change more than a 12x12 area? What's the practical use of such a tiny biome?
>>
>>568168343
If you know coding, you can potentially create a port of that mod with just the animal and nothing else.
>>
>>568157002
Ancient Warfare 2
>>
>>568157002
twilight forest
>>
>>568106374
Same reason to encase pipes and cogs, to prevent unwanted connections. If you're running two chutes side by side and they span more than one block sometimes that trips the connections up and you end up merging two inputs to one output
>>
>>568162515
it's not baked into the mod itself at least
>>
I think trans people are pretty cool and they made some pretty cool stuff in the minecraft modding scene.
>>
>>568170249
Why is it that I agree yet I also find them annoying? I guess not inherently, I judge on an individual basis. But I still see it as an eyerolling red flag.
>>
>>568157002
knightlib
>>
>>568170249
Turns out the best "girls who code" are actually men.
>>
>>568170717
I find them annoying because I would like to engage with other modders as I am developing mods myself but can't because the social circles which exist are dominated by a contingent of weird, gross, overly sexualized children (as old as ~21). As a grown man I can't engage with that shit.
>>
gregtech is the worst mod to use for people who exclusively like magic mods
what would be the worst mod to use for people who exclusively like tech mods, given there's like a dozen popular ones
>>
are there any worthwhile tech mods for fabric? i wanted to give create a try but i see the faggot mod author only has it available for forge for some reason
>>
>>568175001
magic people don't like tech mods because they're retarded and and ae2 channels and item types confuse them.
tech people don't like magic mods because they're boring, easy, and offer limited, usually self contained progression, so since each group dislikes the other kind of mods for very different reasons, it's hard to say.
>>
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>>568170249
if you look deep enough you have trans gals to thank for a majority of the cool shit that gets made nowadays across all nerdy/tech/creative spaces
>>
>>568175820
fabric mods are more geared towards like smaller vanilla client tweaks and shit like that, not like heavy content mods.
If you want to play like "real" modded just do forge (or neoforge for newer versions)
>>568175973
true
>>
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>>568170249
being trans isn't the reason they contribute so much
its being a kissless hugless turbovirgin autist that made them good at coding
>>
>>568058120
The very old good way was that you had to find the .jar referent to the version you were trying to mod (i.e. b1.2) then extract it, replace the .class files inside with the one coming from the mod, and repack it again (making sure to delete the META-INF directory because it contained metadata the game used as shortcut to verify that the jar wasn't corrupted, if it wasn't present the game assumed it was just a brand new install and did other checks instead). Risugami pretty much killed that because doing this monkey patching made pretty much impossible for mods to work with each other unless the developers cooperated very closely and made sure to no step on each other's toes when manipulating the game's internals, which initally worked, but never was going to scale as more modders joined the ecosystem. Pretty much no one does jar mods anymore for newer versions cause mod loaders automate all that shit, they patch the jar themselves once and expose mixins for everyone to use, is only a thing if you wanna test mods for very old version or as passion project like the older ports of Better Than Wolves, or Better than Adventure (which was nice until they added bloated junk) or this one (kinda nice to be honest, also precisely a good example of how the process work):
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1294926-themastercavers-world
>>
>>568175001
Botania? Astral Sorcery? who knows?
>>
>>568156864
I think we gotta wait a bit and let this one simmer. The Create: deep seas dev seems to be working on an underwater dimension called the Abyss which might be exactly what we're looking for at that stage.
>>
>>568182371
>The Create: deep seas dev seems to be working on an underwater dimension called the Abyss which might be exactly what we're looking for at that stage
Ooh. I was thinking that boats would have a hard time being relevant in a sable stone-age to star-age modpack, but if there's a dedicated dimension that could make sense.

I've always thought that we have an earth, fire, and air dimension, and should have a water one.
>>
>>568175901
>
>>
>>568183897
I'm hoping for dedicated dimension with an actual roof so you can never just go to the surface. Generated air pockets and shipwrecks with oxygen equipment. Maybe some kind of pressure or temperature system so that certain biomes or certain y levels can't be explored until you get the required equipment. Waterlog fix so you can't just use a singular wooden door to cheese your way through. Maybe reduce stack sizes for building blocks so that you can't travel far from your ship even with a diving suit, your inventory fills too fast. And in any case the swimming should be much slower than the sub.
Basically Subnautica in Minecraft but not child difficulty and without the godawful story and voice acting.
>>
>Star Technology is kill
it's over...
>>
>>568175901
> ae2
is magic
>>
>>568165949
okay but surely you can imagine something that isn't minecraft cave

>>568167634
I don't think I'd flood all caves in the same way I wouldn't make all islands tiny dots, mainly I'm saying that after putting in the effort to descend past the ocean and finally break into the caves I will find it jarring if I see all this beautiful adventurous place that I need to leave behind so I can get more materials to explore it then am met with the same caves I was looking at in high school, the whiplash is a lot bigger than a regular pack (same reason I dropped create: stranded at sea) like yeah just adding some cave biomes fixes this but it would really need to overwrite every basic cave that vanilla tries to spawn. as i mentioned i think islands need to be large, so i wouldn't have a problem with them having caves either

as for the nether uhhh flood it with lava lmao i don't know, create's netherite lets you swim in it free and there are *some* mods that enhance the nether lakes as a proper explorable place but not a ton. Most mobs are already fireproof and that's the basic understanding for new content designers, but like, there's no lava oceans themed sunken ruins being made which sure structures are easier to dev but yeah uphill battle. maybe transition the nether to floating islands? if aeronautics is on then might as well have some place to make that kind of ship

likewise i always drop the end as a content zone in packs i work on, modern modders do not give a fuck about the end and it's fundamentally flawed as a dimension in every regard
>>
>>568190218
>has a wand
is magic
>has a wrench
is tech

AE2 is tech
>>
>>568175973
so trannies are just we wuz kangz-ing tech now?
>>
>>568157002
emerald tools and armor
>>
>>568191768
>same caves I was looking at in high school
How old were you when Caves and Cliffs released?

Yung's makes a slight improvement to Caves and Cliffs by default, and it's configurable so it can probably be made vastly different. But trying to use existing cave biome mods atop flooded caves seems like an uphill battle. I suspect you'd need a dedicated mod to add interesting ocean and flooded cave biomes, on top of the better land and cave generation.
Might be worth going into rock types and strata, with different caves generating in different rock types.

If it can't be made to fit thematically, the End and/or Nether could be ditched, but you have some issues. The blaze burner would need to be replaced or have blazes spawn in the overworld somewhere, and levitite would need to be changed to come from something else.
>>
Sable makes all waterwalking effects instead sink you to the bottom of the ocean. What the fuck.
>>
>>568157002
orespawn
>>
>>568157002
all of abnormal mods
>>
>>568191859
> AE2 is tech
no
teleporting matter/energy is not tech
>>
>>568198143
Turning matter into bits and back into matter at one's desire is tech
>>
>>568198246
lol no
>>
>>568198337
You are retarded if you think otherwise
>>
>>568198403
you are retarded if you think so
>>
>a mod about hyperadvanced networking isn't tech
Get this animal out of here
>>
>>568196451
negro we had massive caves in beta until the generation got fucked up somewhere around 1.7 - 1.12
>>
Anyone of an ae2 guide? First time using this mod and it's a lot to take in. How long did it take for you guys to understand it?
>>
>>568204627
>make 8 16k item drives
>power magic box
the rest you can figure out from JEI
>>
>>568191859
>supposed ae2 enjoyer
>doesn't realize AE2 has wands and staffs
https://appliedenergistics.org/ae2-site-archive/Entropy-Manipulator/index.html
>>
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>one day, for no reason at all, IE drill just suddenly refuses to intake fuel of any kind through any method
why is this game like this
>>
speaking of guides, i have a few mods i've wanted to check out but uh yeah there's a lot looking for opinions on any of these if you've looked at them

Just another witchery remake
Toxony
Malum
Dark Hours
Enigmatic Legacy
AbyssTech
Vampirism
Oathbound Relics
Goety
>>
>>568207239
Malum is pretty good, it's like Astral Sorcery but with souls. The theming is very Thaumcraft-esque
>>
>>568189642
qrd?
>>
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finally have a system that automatically fills and swaps out my camelpacks no matter where I am in the world
>>
>>568204627
When I started playing I watched modded ecelebs and learned from that. Though it's hard to say what exactly I learned from them apart from playing on my own. P2P for sure, everything was probably intermod cheese tricks not related to AE2.
>>
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>>568208520
lead developer left
>>
I play with cave and cobblege disable so the world is filled with giant quarries every few chunks
>>
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>>568208525
made a texture pack that removes the moon and adds your old ship to one of the phases, so every couple hours you get a glimpse of the ship you escaped from before your Crash Landing™
>>
>>568208827
I remember watching Etho play mindcrack
Fond memories of watching that, back when modded was the purest distillation of soul the game ever had
>>
Okay guys pros and cons time

I've been using Vic's Point Blank for the horror pack but pretty much just been playing on creative mode. I just noticed that Scorched Guns 2, my usually preferred mod for guns, got a port by a very dedicated community member so it's accessible on 1.21.1, looks to have pretty much no major bugs as well. That said, I've kind of grown accustomed to the feel of Vic's when just roaming around and firing off rounds. I think really the only con for Scorched Guns is that the guns aren't as snappy as Vic's modern guns but that seems by design. Vics just has a major downside of every gun being so fucking expensive to produce, like yeah it adds gun metal to enemy drops on occasion but holy fuck the guns are so expensive, the cheapest pistol in Vic's is 43 iron + like half that in copper. It's kind of the opposite with scorched guns where ammo is expensive and like yeah once you make a Vic's you have that gun forever, i guess if the vibe i'm going for is more survival horror then ammo being the limiting factor is better for gameplay over 1200 RPM vector as much as I will miss my beloved gun
>>568209705
pretty cool anon
>>
Does anybody know who runs modpackindex.com or maybe has their social network links? It updated like yesterday and the new ui is modern looking but no option for light mode is kinda of ass. AND SO IS THIS NEW CAPTCHA
>>
>>568214829
>UI change
yuck, fucking why.
new theme reminds me a lot of modrinth but maybe that's just the new zoomer normal
anyway, there's a dicksword link at the bottom if no one else can get you an answer
>>
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So this is something I've never ran into...Just downloaded Sprockets, Islands and Airships but picrel is the file I get. What am I supposed to do with this?
>>
>>568218857
that's a modrinth pack file you open it via the modrinth launcher
>>
>>568218857
I'm guessing it's some form of launcher pack file? You can most likely import it into any launcher and I'll work fine.
>>
>>568217453
thanks! that link is like non-existent. alos i expected a way more populated server for how good that site is for me
>>
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>>568218857
>>
What is the most horror themed industrial tech mod?

I don't mean a magic mod, though I guess if it has blood and guts involved that's a bonus but I do mean like what's a good tech mod that gives existential dread about industrialism? I know there's NEEP Meat and Biomancy but NEEP is fabric and Biomancy has no actual progression past its own little flesh things
>>
>>568219689
Go back to browsing the gore tag on deviantart...
>>
>>568219980
i am allowed to want to experience The Jungle (the 1906 book) in my block game
>>
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>>568146290
Progress on the exterior of my mansion and the surrounding landscaping. I'm running low on flowers so I think I'll make some upgraded phytogenic insulators so I can mass produce them.
>>
>>568190218
>>568198143
Any sufficiently advanced technology is indistinguishable from magic.
>>
>>568226271
I fucking hate this quote? Who came up with it? Any sufficiently advanced technology would still be operating within the physical laws of the universe, and its functioning could be rationally explained and replicated.
Magic violates the rules governing our reality and is non-rational and non-replicable.
All this quote is really saying is that technology is crazy when you're stupid and don't understand it.

Modded minecraft.
>>
>>568228619
I always wonder about this, feels like if you went to medieval times and showed them a plane they wouldn't think it's magic, they might understand it's a machine or artifact. Even with something fancy like the lorentz plasma cannon they might understand it's an object that does a thing. I bet some would say Newton seeing a Zeppelin would make him think it's magic but I really doubt it.

Uhh Aero, that has airships. It's on-topic.
>>
>>568228619
Arthur C Clarke came up with it, I think it's from 2001 a Space Odyssey or one of his other books. He meant basically what you said. Cavemen wouldn't know what a car is and would think it's something a deity made.
>>
>>568228619
>Magic violates the rules governing our reality
why?
>non-replicable
so there isn't any magic in magic mods?
>>
do you gals like neoforge? i only ever used fabric for mods but i want to try some tech mods =w= regular forge gives me fashy vibes so id rather use neo
>>
>>568233326
It's much better on the basis of not having the gigafaggot of l*x on top alone
it's also much faster and performant
>>
>>568228619
It was a literary metaphore that got streched too far by retarded Usenet idiota that then became redditors
>>
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>>568221059
Set the wind and solar farm back up on the hill and connected it up to the factory. I wound up just doing the boring thing and making a concrete tunnel between my power storage area and the farm and running a line of fluxducts inside.
The additional space on the concrete platform is where I plan to do some stuff with immersive technology.
>>
>>568228619
What it really means is that any sufficiently comprehensible magic is also indistinguishable from science.
All magic mods are tech mods in disguise with a different energy system
>>
They all should ditch this homosexual war of magic vs tech and embrace the magitech chad mindset. Not like if extreme consistency matters with Minecraft.
>>
>>568228619
>Any sufficiently advanced technology would still be operating within the physical laws of the universe, and its functioning could be rationally explained and replicated.
The catch there is that our understanding of those laws has changed from what was theorized before and will likely change as time goes on and our current theories are proven, iterated upon or disproven.
A lot of science-fiction likes to use that to frame magic systems (with a particular boner for psychic stuff, non-destructive teleportation of matter and the like) inside of some as-of-yet undiscovered phenomena or quirks of physics/biology/etc.
>>
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Now with flowers and shutters.
Will start making some furniture and decor and then move my family in.
>>
>>568233326
Stop being a woman or post your cute cottage before asking about tech mods
>>
>https://modrinth.com/mod/shine/gallery
cute mod, shame it makes aero stuff fullbright
also I hate how altitude and velocity sensors are limited to y320 and 50m/s, shits nowhere near enough for planes.

>>568219689
iirc neep runs fine with sinytra connector
>>
>>568228619
If magic actually existed would operate within the physical laws of the universe. In all fiction/games with magic it operates within the physical laws of that universe.

Operating within the physical laws of the universe is a hard requirement for a thing to exist at all.
>>
>>568218857
i just tossed it into polymc and it worked
>>
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>>
/vp/'s pixelmon server is up if anyone cares. won't shill it beyond this post
>>
>>568218857
Yeah PolyMC, Prismlauncher, etc. will install from that file. I should probably explain that in the webpage.
The file contains Modrinth download links and a few .jar files from mods that were only on curseforge.

>>568228619
Any proper magic system operates within its own laws, whether or not those resemble our laws or not. It could be as rigorous as energy within human thought, with its own conservation laws and scientific method experimentation, or as unknowable as asking sentient spirits inhabiting nature to perform miracles for you. Magic can be sensible and replicable.

Something referred to as technology is implied to be possible in humanity’s future, or at least not require reader’s suspension of disbelief on that front. Even though FTL travel through wormholes is almost certainly impossible since it inherently creates closed timelike curves, it’s still technology.
So long as you can explain supernatural powers with “mutations” or “nanomachines” or “a new form of energy discovered”, so long as it isn’t invoking intrinsically magical origins to that new form of energy, it’s tech.

But what matters most is that the tech serves the plot, because your sense of belief can become stretched. I’ve always preferred the line:
>any sufficiently advanced technology is indistinguishable from a plot device

>>568231858
Conversely, Star Wars will feel purely magical and non-technological to a casually spacefaring civilisation. The space travel will feel ordinary, and the shields and light sabers will feel like magic.

>>568236816
It’s really just a matter of aesthetic. If your mod requires you build pipes and infrastructure and machines, we should be able to define that regardless of what aesthetic it uses.
PGTS mod never.

>>568243818
Wait they’re limited like that? I gotta see if I can config that. Though I couldn’t figure out how to change the altitude limit of balloons, so who knows.
>>
Aw fuck yeah
https://modrinth.com/mod/grapplemod-skybound
>>
>>568247242
Comfy! What mod adds those spice racks?

>>568251452
Wow it can hang on trains too, sick.
The throwable plunger is already pretty good in base Aero but with this you can really swing, that's fun as hell. Gotta set up another parkour but with grappling hooks and gliders. Combined with flinger plates and fan air streams like the last one.
>>
>>568243818
>>568251135
This may help:
https://modrinth.com/mod/flyhigher
It addresses air pressure, but not sure about the altitude sensor.
>>
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>>568243624
New house means new autistic NEET cave for my sped daughter. My new house doesn't have a basement for her to live in though, so the NEET cave is just in a regular bedroom.
>>
>>568254292
>What mod adds those spice racks
https://modrinth.com/mod/extradelight

I've been re-texturing all day to bring Pixel Perfection compat to more mods for Pathserb and eventually the Aero project I want to do. I just found Extra Delight. Around 25% of the additions are basically perfect for what a I want... then there is just 6 billion bloated recipes and entire fucking food blocks no one needs. Why are modmakers like this?
>>
>>568258758
can i rape your daughter
>>
>>568259439
only if you want a yeast infection
>>
>>568243624
what skybox is that
>>
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>>568260020
pixel reality atmosphere
on the topic of skyboxes, does anyone know how to get rid of skybox seams?
>>
>make modpack and setup server for group of friends
>majority of friends enjoying it as we start and slowly fix some hiccups
>one friend finally joins and starts bitching about mods and demands we replace them with ones he likes
Man never have I seen a MC server die out so fucking fast. Legitimately everyone else quit.
>>
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>>568258758
Through the power of a 3-day weekend, I've managed to more or less complete all of my goals.
The solar and wind farm was relocated outside the city to make space for a new development and my second house, this development and my house were completed, my home is fully furnished (besides the family room), and all of my family and my meidos have been relocated inside the city for security reasons.
And it turned out to be just in the nick of time, too, because apparently one of my daughters got killed somehow while staying at the old house, so I'm going to have to do the grim reaper boss fight to bring her back.
Hope all my fellow burgers ITT had a fun and productive memorial day as well.
>>
what do you guys use for antialiasing in minecraft? my game looks hella sharp
>>
>>568157002
ender io
>>
>>568157002
gtnh
>>
is there anything better/less bloatcore than terralith for some new biomes?
>>
>>568263807
Get better friends.

>>568275860
Nature’s Spirit if you don’t mind Troon flags in your Wisteria Village centres. Otherwise, No Man’s Land. There’s another I’m forgetting.
>>
>>568277143
they really can't help themselves, can they?
>>
Why are pipes so soulless in current Minecraft. They're all ugly as shit and opaque or something
>>
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>>567985719
Ok, you guys win. I'm playing the damn tech pack. Any tips before I start?
>>
>>568280206
>Any tips before I start?
yeah
don't play the pack
>>
>>568280206
don't do it man
pick a different greg pack if you really wanna
>>
>>568280206
Don’t play it. Play Nomifactory/Monifactory to figure out if you even like Gregtech. GTNH extends it with a bunch of bullshit because unemployed losers on discord treat grind and wasted time as status symbols.
>>
>>568281316
How many of these fucking things are there?
>>
i'm new to modding and wanted to ask, is Abyssal Ascent any good? Or is it one of those autistic grindfests where you need to read a bible thick guide?
>>
>>568280206
https://www.youtube.com/watch?v=ZyK2cTrLFRg
just change the stupid gravel/dirt
>>
>>568280206
you're not supposed to actually play gregtech, it's just a meme
>>
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>>568280206
its the least fun you could possibly have
>>
>>568259329
> 115 meals
> 92 desserts
> 64 candies
> 22 cookies
Socially accepted female autism. Good for them honestly.
>>
>think im gonna setup a new modded playthrough
>end up messing with shaders and resources packs for hours instead trying to make the game not look like shit
>end up just doing something else
fuck this game
>>
mods for this feel?
>>
>>568279086
It’s a nice mod otherwise. Especially the cypress trees. I want to make a “Saudi Edition” datapack that makes it halal.

>>568290530
I’m running a server right now and honestly the micromanagement and bug fixing and stuff is scratching half of the MC autism itch already. On the other hand I’m not getting burned out. Call it “extended survival play-testing”.
>>
>>568290914
tfg
>>
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>https://www.youtube.com/watch?v=UxeTGoCQOrk
Photon but for lights
>>
>>568290914
gtnh
>>
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what's the most recent version that got a lot of mod support? asking for toymy reasons
>>
some friends wanted to play with aero so I started putting together a pack and I see that there is already one here so I stole sprockets and started customizing it my ends. The fuck is going on with this paxi folder man? these datapacks organized so strangely. I feel like at least two of these folders are redundant.
Also what the fuck is making pigs look like that?
>>
any recommended mods for cottagecore vibes?
>>
>>568300121
No Man's Land, pretty decent biome mod, very cute animals.
No clue about the datapacks but you should know that this pack is pretty heavily customised. It's not a default aero experience.
>>
>>568280206
First, make sure you have 5000 hours to spare on Minecraft
>>
Jesus fucking Christ I spent the entire month on memepacks trying to get back into MC and couldn't find the motivation to stick to any of them
At least the new caves are cool I guess
>>
the lights
the lights are always on
>>
>>568290914
GoG
>>
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playing modded minecraft again. Setting up a palaeozoology research centre :)
posted a screenshot from the wrong game
How a skyrim screenshot ended up in my minecraft screenshots folder is anyone's guess.
>>
>>568303865
yeah I know, its not that complicated though. I specifically started customizing from there because its already got half the stuff I was planning myself. I didn't want to figure out all the world gen.
I can figure out most of the customization pretty easily, however what the fuck is siadp/data/siadp/
I should document the changes I made just in case you guys want to steal back from me. replaced JEI with TMRV. I also replaced the bullsharks with a custom origin that gets auto applied to everyone that causes you to take damage while submerged in water and also makes you incredibly buoyant.
>>
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aw yeah
>>
>>568314306
The worldgen on the luddite serb is okay but I'd make the islands larger and slightly more spread out. Right now the lower sky islands are in the shade of higher islands which can turn them into absolute mob hellscapes. The small islands are kinda hard to land on, you easily get stuck on the terrain and the trees. Not a big problem but that's the one thing I'd try to improve on.
Providing a starter airship is mandatory.

Honestly just log on the serb and see how it feels. I see modpack designers in this thread keep making the early game a bit on the punishing side.
>>
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>>568315241
Now I'm a real digga.

Shame it duplicates redstone links when I park and unpark it.
>>
>>568315292
Don't really need to hop on the server to test things. I've mostly been warping the idea toward my preferences so I didn't really comment on the minor cuts/additions I've already made.
I noticed the issue with the islands but I have some mental barrier that causes me to not want to do anything with datapacks much less terrain gen datapacks. I was thinking of maybe changing how mobs spawn entirely to deal with it, maybe make them seasonal or something.
I was trying to see if there was a way to do this without a starter airship and just let people kick start quickly into it but that seems impossible
>>
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>>568300121
siadp is the datapack I use to do all my tweaking, as opposed to doing LubeJS. There's a lot of very nitpicky stuff in there, and also some broken stuff that I've updated in the server but not yet pushed out for the client. There's a bunch of weight info for Big Cannons where now there's an addon for that, I added recipes for that furniture mod because they weren't working, there's some overlapping recipe fixes that may or may not work too. I'll start working on the version 1.1 of the pack soon, I'd stick around for that if you want since there's fair bit more cool shit to add, or I can post the current datapack.
I also heavily use Item Oblitorator, which somehow doesn't work properly on Create Propulsion. I use it to remove items and blocks that don't fit the theme of the pack and can't be tweaked out in their own config, as well as a few glitched doodads.

If you have any questions, I'd be happy to answer them. Tomorrow.

FYI you should remove TerraBlender, it stops the big ore veins from generating, and isn't even needed by my chosen biome mod. Can't remove it from the server world file unfortunately.

>>568315292
I don't have much control over the terrain generation, it's a datapack with no config and very limited customisation via datapacks. Adding any biome mod seemed to make the islands stack into one another more, and I wanted at least some more biomes other than vanilla, so I added No Man's Land. There's a datapack to adjust the generation of the floating islands via noise functions, I use this to make gaps between island clusters bigger, but it can't do anything about vertical island spacing from what I understand. Or maybe it can, but adjusting noise functions like that is just stabbing in the dark. I get very little feedback as to what is going on as I tweak things.

But I've disabled mob spawning in areas with sky light, so an optional place to get mob drops isn't a terrible thing.

>>568315443
And a bridge to get it to the larger island.
>>
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>>568316154
FYI here's our starter airships. In varying states of parked. Deliberately kinda shitty to use, they're slow, have a wide turning circle, and you have to climb out the front or into the envelope to change forward or reverse. But there's plenty of upgrade paths available, some of which are in the included manual. Also comes with fuel, rope connectors and rope, a gold pick and axe, and some spare envelopes for repairs, among other things. And a bed, so you set your spawn on your airship, which I think is important for making recovering your items easy.

Maybe with gliders and grappling hooks you could get decent enough mobility to not start with an airship, but it's pretty punishing to fall with skylands over the sea. Perhaps craglands and/or amplified could make for a suitable terrain type that favours airships without preventing a player from digging/pillaring back up to a higher altitude.

There's another server, the "prison break" one (not actually RP apparently), that uses aeronautics, which isn't as autistically polished as mine. I think it has an electricity mod, which I deliberately left out of mine (hence luddite).

Good night anons.
>>
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Currently working on a palaeobotanical greenhouse. I might have to delve into Create to make all the glass I need.

When this is done it's gonna house the scottish animals from FA
>>
>>568317080
>>568317620
I hadn't even thought about how the server datapacks are out of sync. I can wait for that 1.1. Please do include any server files you got next time.
I ended up dropping big cannons entirely on my end so I had to remove those lines anyway. I tested out some solutions using origins to for example give every elytras but they're way too fucking OP to make the server theme work. testing is also how I found out most waterwalking effects by various mods have some interaction with sable where it pulls you to the ocean floor instead.
Already dropped Terrablender for similar reasons. I tried changing some biome stuff around but it was throwing errors whenever I tried anything so I gave up, I did add some very locational lets do mods like alpine to spruce up those islands/biomes a bit. Also added ferdinand's flower bloat because I'm aiming for a cozy vibe and more flowers on the islands absolutely nails that, tempted to see if I can't just use the flowers themselves to control mob spawning
How do you have the starter airships setup? is it manual?
>>
>>568280206
Make excess
A lot of excess
If you think you need 20 of something, it's a good idea to just to make 2-5x more
Make a witch farm and grind the armors, use the XP for XP crafting so you can move into the "making barrels of things" territory as quickly as possible
If you need glue or rubber tack on a tinkers slime farm
Use bookmarks, get familiar with bookmarking recipes as it makes life a lot easier
If AE2 being at the end of HV is too much of a drag install EZStorage to tide you through the LV-MV-most-of-HV slog
>>
>>568279245
Buildcraft-type logistics, where you can see items traveling through pipes, is THE least performant way to do logistics. MInecraft would kill itself if you tried to scale it, both from rendering and from tick lag.
>>
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shincolle
>>
>>568322164
Works fine with belts in Create. Lots of items transported, being flung around by weighted ejectors, big factories no problem and way less laggy than hoppers or a couple villagers pathfinding around.
>>
>>568324420
>>568290914
meant to reply woops
>>
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I'm back at this again. I followed a tutorial from a guy who made a generator. While he was able to power a basin heater with it I can't even turn on one LV lightbulb. I'm so lost.
>>
>>568328095
I was doing the transformer wrong, it works now.
>>
>>568249346
>not cobblemon
how stupid can you be?
>>
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completed me first e2e chapter :D
>>
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at least in my creative world the foundry basin works with the basin heater so I can actually make a fully electric refinery.

I still have to figure out power transportation, though.
>>
>>568243818
the entire feel here is NPC that wanders around and does shit just reskin your villagers and golems
>>
>>568330458
felt the need to see what kind of strange autism they might be up to with fucking pixelmon but it turns out they're just running cobblemon. I will never understand /vp/

Anyway, anyone ever fuck around with oritech? its some weird new version slop. I keep trying the fotm on these versions and I figure I might as well look into everything they offer. so far from what i've poked around it looks like the most generic souless tech mod of all time.
>>
>>568334753
Oritech is ok, it's sort of like Immersive Engineering with a futuristic coat of paint. They give you external upgrade modules that attach to the multiblocks which is kinda neat. The animations for the machines are really good
>>
>>568091148
you guys using that physics tree chopping mod? what do you with all the trees that fall into the ocean or one that people just haven't bothered to harvest after felling? I assume that eventually becomes a significant resource hog
>>
>>568340327
Yes tree physics mod. It's hilarious when a creeper blows up in a forest and all the trees go down. The logs dropping off into the sea is also very funny to watch.
With Sable physics you can have shitloads of entities without any issue whatsoever, in the trailer they show much more, there's no lag. In VS2 this was a big problem and very prone to crashes and glitched ships but this is one of the big improvements with Aero.
>>
>>568290914
i wanna say LovelyRobot but i think some of them had eyes so it's not exactly the same feel
>>
>>568299531
1.7.10 and 1.12.2 used to be the kings of most mods, so pick the one of these two you like more. More recent =/= better, especially for toymy.
>>
>>568333927
okay since you're the only person i've seen fully do power grid

is it worth it to run as a solo addon

what the hell do you use the electricity for

is it worth it to mechanically do in terms of create progression

what addons would you recommend with it
>>
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IT'S UP
https://youtu.be/4Te06z8C44o
https://modrinth.com/mod/no-mans-land/versions
>>
>>568299531
1.20.1
1.16.5
1.12.2
1.7.10
>>
>>568354847
>even more useless bloat nobody asked for
>>
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babby's first doubler
only killed myself once making it
>>
>>568355978
>anon kills himself on exposed wire
based IE
>>
>>568354847
sovl. The new supplementaries. Good shit anon.
>>
>>568354847
This is just going to be TFC 2 isn't it...
>>
what is the minecraft equivalent of oskarslop?
>>
>>568342390
wow really? that seems hard to believe that you could just have like a hundred trees floating without any issue. most packs i've played struggle with 100 anything at all. What kind of fucking magic does sable even use. I do wish the tree mod would just revert them back to blocks after they settle just for my own peace of mind
>>
>>568357573
no
>>
do i need anything to make create work with immersive engineering or so they dont interfere with one another?
>>
>>568367903
there's like one mod to have create's SU convert to FE for IE

also uh fucking almost unified or whatever so you don't have 2 zincs

IE does kind of let you skip brass production
>>
>>568368809
good. I fucking hate brass. It's the most bitch-ass of the gold colored metals.
>>
So Alex's mobs 1.16.5 just got backported to 1.12
I've never played with this mod before because I'm a perma-1.12-fag. Is this mod good if I just want some monke frens in my game or no
>>
>>568369269
I mean you're not wrong I've said many times I hate having to detour to the nether and look around for a fortress just so i can take a couple of blazes and never come back
>>
>>568369632
>Is this mod good
Nothing that's made by alex is good
>>
>>568369632
Most things made by Alex are pretty good.
>>
>>568319269
Manually placed with saved schematics in creative mode.

>>568340327
Haven’t seen any lag yet. But I delete them when I see them and am already in creative mode for other reasons.

>>568354847
Aw man, more shit to tweak. Probably more overlapping with Supplementaries too.
>>
>>568356279
first death in 20 hours into my world too
my hubris was inevitably going to be my downfall
I thought extra hearts would save me
>>
>>568370043
>>568370180
fine, fine. I'll test it myself
>>
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I fucking love shaders
>>
>>568369632
alex mobs is a bloated laggy mess, I would never want to run it in a 1.12.2 environment.
>>
>>568369632
imo alex is one of the mob mods most in need of playing for a bit and then disabling the mobs and mechanics you don't like
I like his mods but alex is a twat and does a lot of obnoxious shit like raccoons stealing from chests and seagulls stealing food from your inventory
>>
>>568374460
also catfish sucking up everything that drops in water
they spawn in huge packs so if you die in/near water it's annoying as fuck to get stuff back
>>
Modded Minecraft items you want to eat.
I’ll start. Energium dust
>>
>>568377294
energium crystal
>>
>>568372018
which one are you using? i was trying to get them setup last night but i cant settle on one that looks good across the board. like one will have great water but poor skybox, or another one will look great color wise but the under water looks ass. its driving me bonkers senpai bonkers!!!!!!!!!!!!!!!!!!!!!!
>>
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>>568377294
Just pour some resonant ender straight down my throat.
>>
>>568368809
thank you my sweet tulip ill look into these later today!
>>
>>568377294
pam's ploughman's lunch
>>
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>>568379494
I was testing out complementary. Apparently thermal covers turning black is a known bug that has a fix, but I think I'm gonna drop it regardless because it tanks my fps unless I set render distance to like 7
>>
>>568196451
Caves beforee 1.7 were goated, Jeff had a retard attack and nerfed them to death to make his new shitty biome rules to work. Caves and Cliffs brought the old caves back and added the huge generator used in the Nether on top, though they overdid it a bit IMO. I can't play 1.12 because only people in 1.7 cared enough to make mods to fix those caves, and modern versions have vastly better caves than the boring as hell landscape between 1.8 and 1.11.
>>
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>mods are being backported to 1.12.2
>>
>>568377294
Suspicious stew made from a gourmaryllis.
Pine nuts.
Ambrosia cell.
Ambrosium crystal / healing stone from Aether.

>>568384764
Yung’s Better Caves is in 1.12.2
>>
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>>568377294
>>
>>568389509
People have been doing backports and ports to 1.12 for a minute but its really ramped up again over the past year or so.
Some cool old hexxit mods like harken scythe, offlawn, and legend gear as well as ars magica 2 and, as of last week, many tc4 features (aura nodes, structuregen, customizable wands, research system) have been updated to 1.12, and in terms of backports we now have farmers delight + addons, create (partially), nuversion mekanism, now alex's mobs and probably some others I'm forgetting.
I have no idea what kicked off the sudden surge in forward and backward ports to 1.12, but I'm certainly not complaining.
>>
>>568390775
I know Modernized 1.12 is a growing community, but unsure if that's spawning the backports
>>
>>568389509
whats special about 1.12.2
>>
>>568391226
it is used exclusively by people older than 37. they aren't allowed to use any higher version
>>
>>568391226
was the main version for a while in an update drought, also the last "good" version before the shit slew of versions that ruined modding until 1.16.5, which that also got ruined by versionchasing
>>
>>568390869
>1.12 modding collective
oh hey, I've seen this banner before, I think they did some kind of modjam with an occult theme at the end of last year because I remember all of a sudden seeing a bunch of neat new magic mods for 1.12 come out by people associated with that community.
I love to see autists keeping my favorite version alive with a steady stream of content. I'll never have to play newer versions at this rate.
>>
>>568391448
>modjam
it was kinda meh, only mod I liked from it was the Bandits, but it will probably remain unfinished forever
>>
>>568391590
there was also a mod that added little impish sprite creatures that worked like maids. I never included it in my pack because I thought it was a bit redundant when I already had, y'know, maids, but I remembered the textures looked neat and to obtain them you had to find their spawn eggs as loot in nether fortresses which sounded fun.
>>
i need

scifi / modern tech structures

for a modern version
>>
Is there any reason to run integrated dynamics along side AE2? I like the idea of having an earlier game storage access but I loaded into my world and saw an AE2 meteorite and was like why should i learn a different mod i can just deal with having gross chests for a few hours
>>
>>568389509
>resurrected analrobotics neepmeat serb is a real possibility
>>
>>568389509
Cool. Is there at least ONE worth using?
>>
>>568393007
Integrated dynamics by itself only offers advanced redstone logic.
Integrated tunnels extends that to logistics of items and fluids, but is no replacement to AE2. It would be equivalent to using enderio conduits, as one sometimes does for endpoint logistics.
Integrated crafting beings to match AE2's capabilities but the only benefit here is the power-free upkeep and possibly being easier to access (depending on pack configs), all other aspects are inferior.
>>
>>568395026
https://youtu.be/314Nm0h5ysQ?t=5
>>
>>568395026
the hexxit and 1.7.10 forward ports are all pretty good in my experience. The ars magica 2 port in particular replaces all the super high resolution sprites with normal 16x16 sprites for consistency purposes and I'm not sure how I feel about that, but everything else is super cool.
>>
>>568377294
I've given a lot of thought to this exact question, and I think my answer would be john smith pork chops and a foamy mug of tropicraft orangeade to wash it down.
>>
>>568391226
last good version of heat & climate
>>
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another day of leaving the game open on the title screen and leaving it open until its too late to invest time to play before bed
>>
>>568401458
Have you considered writing a novel?
>>
>>568402025
I don't care much for libraries
>>
>>568402025
that'll just leave him with even less time to idle on the main menu
>>
>>568402025
Nta, but I have. My writing is pretty amateurish, feels very simplistic and almost dumbed down when I read back through it.
>>
>>568393007
Just go with something like storage drawers.

>>568407221
I find it very difficult to get the macro plot doing something. I can write dialogue with believable characters, actions and reactions, but that’s just on the timescale of minutes, real-time narration. I can’t organically step from that into paragraphs that cover hours or days. And to have that naturally follow the key plot points I’m trying to define.

Maybe I should write my stories as plays, with hard non-diegetic narration between scenes.
>>
I will not play 1.12 unless they finally backport Sodium/Embeddium like 1.7.10 with Angelica
>>
No doubt baby.
>>
>>568333927
ah, a fellow based power grid enjoyer
heres some tips
1. dont fall into the trap of a self-excited shunt generator. if you dont know what this is, its exactly whats in your picture where the coils' power is provided by the generator itself. this causes a cascading excitation field collapse which will majorly nerf your total power output as you increase the load on the generator. youll notice this if you hook up even one constant speed motor to that basin heater circuit; the shit will collapse and then oscillate from low to high voltage. the reason this happens is because the percentage of power taken for the coils is on the total output; but when that total output goes down due to electromagnetic drag as load reaches max, the power to the coils also reduces and that reduces the power more and et cetera et cetera, equalizing at about 50-60% of its total potential as its 'loaded potential'. to fix this, just make another smaller generator whose sole purpose is to feed the coils of the main generator. this is called a separate excited field generator and is much, much more stable
2. dont use rheostats, variacs are better in 99% of scenarios
3. max amperage to generator coils is 6 amps. they will blow up if you pass this mark
4. max voltage to electromagnet is 100 V. it WILL blow up if you pass this
5. max voltage to batteries is 12 V. it will ALSO blow up if you pass this. but batteries suck anyway dont use them
6. remember the formula W = V * R where W is watts, V is voltage and R is resistance. you can find any unknown number by maths
7. for best long term transporation use iron wires and step up voltage (to something REALLY high like 4.5k)
8. if your transformer blows up, its not big enough.

>>568344568
1. YES
2. motors, lights, basin heater (basin heater can get superhot without needing stupid cakes), and other stuff
3. yes. takes a fuckton of copper though
4. none but i recommend NOT having new age or TFMG. both try to compete with the same shit
>>
>>568424172
> W = V * R where W is watts, V is voltage and R is resistance
Are you sure about this anon? Are we doing Ohm’s law or the power equation here?
>>
>>568427071
this is the power equation
ohms law is related but different
ohms law equations are:

V = A * R
A = V / R
R = V / A

where v = volts, a = amps (or current), r = resistance

watts is just what we use as a general power 'unit' and stamp on lightbulbs and shit, but if you dont know two of those numbers but do know watts, you can find the others through the same kind of shit. this is super common in power grid because its easy to shit down a gauge to find watts or voltage or amps but theres no easy way to measure resistance
>>
>>568424172
post that convinced me to give up on power grid
>>
>>568408336
>I find it very difficult to get the macro plot doing something. I can write dialogue with believable characters, actions and reactions, but that’s just on the timescale of minutes, real-time narration. I can’t organically step from that into paragraphs that cover hours or days. And to have that naturally follow the key plot points I’m trying to define.
Just keep writing in your scenario, it worked for Tolkien (even though he got stuck and restarted several times)
>>
>>568429369
>this is the power equation
You wrote W = V * R , not W = V * A or W = V^2 / R

>>568430764
Ok I'll write some more today instead of minecraft.
>>
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Analog Lever Drag Control is a good idea, right-click drag like the throttle lever, though by doing so it obsoletes that throttle lever. Also works on Supplementaries' crank, and some blocks from Design and Decor, which I'll try out too.

But I'm skeptical because the modrinth url is:
https://modrinth.com/mod/lever-drugster
And the title says "durgster".
>>
Should I add Spice of Life Carrot/Potato/Onion edition to SIA server? It gives you benefits from eating a variety of foods, but maybe food is OP enough already.
>>
>>568432808
don't play on sia but I got opinions on sol mods.
also I know some of these aren't on 1.21 but included just for the hell of it.
Carrot=Discovery>apple pie>potato/onion>sol>Pomegranate
Carrot is simple and at worst a mini game to collect one of every food in the pack.
onion/potato are just all the annoying parts of spice of life. Even in carrot's case I don't really know if you need extra health on that server or even if you have the amount of food to make that interesting. Discovery is also just how I configure carrot.
Valheim edition is a bit more interesting if you really want to encourage more food creation but that shit is so fucking buggy across all it's versions and forks that if you can get one that even works you've gotten further than me. but also it replaces hunger so it doesn't work well with a lot of things.
I haven't tired Food Queue yet but I think that one is probably the best option if you just want to force diversity but its not particularly interesting beyond that.
>>
>>568424172
I don't know about modded MC, but in real life W = V * A
>>
why the fuck is create aeronautics stuck on neoforge? where's the fabric version?
>>
>>568045454
>6 stacks of basic metals passively every 24 hours
Do you mean 24 IRL hours? Or 24 in-game hours (20 IRL minutes)?
The former is insanely slow, the latter is insanely fast.
>>
>>568437460
geg
>>
>>568431972
I'm a bit on the fence about these right click drag actions. Don't love it really. I think I'd prefer a right click to focus, the lever takes your inputs, then WASD to change values and right click again to unfocus and release input. With the rightclick drag you can't look around while changing values, with the wasd method you can't walk around while changing it which seems better.
Of course in Create hold right click to change settings or values is commonplace. I've never truly come to love this.
>>
>>568377294
wetware processor
>>
https://www.youtube.com/shorts/6oRjVuPrg9c
>>
Anyone know about how far away 2.9 is from release?
>>
>>568430359
have some fortitude anon
>>568431089
>>568435362
it was 5 am at the time and i was already switching variables around because people insist on using I for current for some bizarro world reason
no i dont care if those two statements are contradictory
>>
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redid my ore processor wiring following yesterday's liveleak-esque electrocution
I never really used imm engineering in the past but I'm stating to see why people like the cables
>>
Is it worth going beyond a pirate fork of a launcher?

Today I got the message of auth servers being down on my very old MC account for connecting to a server I host my own server and it has made me salty. I know years ago some self hosted auth server stuff came out but I've no idea what its evolved to now in terms of setup and whitelisting.
>>
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I'M GONNA
>>
I'M GONNA
>>>/vm/2516058
>>
Confession time?
I'm a filthy, disgusting 1.7.10 player, but sometimes I turn on `Pigstep for 10 hours` and listen to the whole thing.
>>
>>568228619
Talk to some of the /k/ommandos in the ESINT and EW threads. It's a cringe line but it's increasingly true. Some of the technology the US has developed is barely understood by its makers. They know it works and they know how to replicate it, but they have not even the slightest understanding of why. And that's just what the US can do with EW. SIGINT and the shit we can make rocks and chemistry do makes magic look like fucking child's play.

>reminder that the US has had the ability to know what you type on your keyboard (and now phone) since the 1960s just by collecting the electromagnetic waves of your keypresses
>yes, through walls
>>
mmm yummy I love minecraft and on-topic posting
>>
>>568455436
>right click to focus
That’s what the linked controller does, but if you have a throttle lever or two and a wheel, you’d be constantly focusing and de focusing to do anything, I believe thats the motivation for the aero devs making it this way.

But I think there is room for a right-click-to-focus device with multiple controls that are more analog than the on off buttons of the linked controller. Well you can always make integrating redstone doodads.
>>
>want brass
>don't want to jerk off blaze spawners
>all the create addons require a blaze spawner to make brass
>okay well diesel generators will let me play with burners if i can figure out that so back to square one
>don't want to use IE because it's an entire mod and i want create/power grid to be my early game and FE production
>could do productive metalworks but then that invalidates create: metallurgy and a bunch of other alloying for other mods
what do i do onii chan
>>
>>568496919
>establish autistic rules solely to give yourself reason to problem solve
>ask other people to solve the problem
>>
>>568497048
>come to anonymous forum to discuss modding for a 15 year old game
>get told to figure it out yourself
almost as good as that time one of you people told me to just straight up not mod my game and (that person) didn't know any mods
>>
>>568496919
Create Garnished gives an option to give them a straw and you can pump lava into them so dripstone and a water wheel will keep it fueled. Create Structures will spawn some towns with a workshop you can just start in without having to go to the nether.
>>
>>568496919
anon power grid literally has a basin heater whose job is to heat and even superheat basins for that kind of brass making and other shit. you dont even need superheat to do it
though ill grant you that powering the fucking basin heater is a quest and a half, i think that thing consumes the most power out of anything in the entire power grid mod
>>
>>568344568
>is it worth it to run as a solo addon
I'm using it to support the other stuff I'm playing with but you could use it on its own
>what the hell do you use the electricity for
powering a Create Metallurgy refinery, also lights around my conservation facilities. Maybe some water pumps for filling aquariums later.
>is it worth it to mechanically do in terms of create progression
if you're willing to break your brain over real life electrical engineering to get it, sure.
>what addons would you recommend with it
TFMG and Metallurgy. Those are the only ones I'm really using at the minute. Though the other guy seems to have way more knowledge and experience and he says to avoid TFMG so you should probably listen to him instead.
>>568424172
>1
I will make a smaller generator to power the big one. Makes sense to me.
>2
gotcha. Could you elaborate on their differences?
>3
good to know. The one in the screenshot there was running at 1.09 amps
>4, 5
cheers
>6
I'm not very good at maths, but I'm assuming all of the resistances can be accounted for with the number of appliances I have connected into my power network?
>7
I will do that if I end up doing long-distance stuff. As of right now I still need to build a generator in my survival world (been focused on building a compound)
>8
have not had many problems with transformer explosions yet
>>
Which hyper autistic tech mod(pack) will teach me the most about real-life industrial processes, chemistry etc.?
>GT5
>GT6
>PFAA

Obviously they all have retardation (like GT5 circuit and voltage tiers lmao) but still.
>>
>>568497836
the dream is to create a set of generators so powerful they can power the basin heaters used to boil the water for the steam engines turning the turbines.

The water WILL be boiled.
>>
>>568500138
>gotcha. Could you elaborate on their differences?
a variac is basically just a small transformer whose ratio you can change on the fly with some rotational input like a valve handle. transformers work by stepping up or down voltage and amperage increases or decreases accordingly. more volts = less amps, less volts = more amps, basically
rheostats will lower voltage, but they do it by shedding the energy as heat, so you dont get any higher amps out of it, theyre just lost
>I'm not very good at maths, but I'm assuming all of the resistances can be accounted for with the number of appliances I have connected into my power network?
you have to add up the resistance of every power consumer and 'block' of wire you use, each having its own resistance value. or use a formula while knowing volts and amps. frankly resistance isnt a HUGE deal outside of edge cases like wiring a volt/amp gauge directly to a generator which will cause an immediate flatline for weird physics reasons i dont have the space to go into. all you really have to keep in mind is if you wire in SERIES, you get way, way more resistance to a system than if you wire in PARALLEL. SERIES means one machine after another on the same line. parallel means multiple machines wired separately to the same line. see pic related, 9000 hours in mspaint
>have not had many problems with transformer explosions yet
a 2x2 is big enough to handle the power necessary to run at least 3 constant speed motors and a basin heater at the same time
>>
>>568500862
bad news anon its not a self sustaining system by itself. i speak from experience on this
the amount of rotational force you would need to run enough generators to superheat 9 basin heaters under a steam engine is much, much higher than the amount of rotational force youll get out of that steam engine. a max steam engine will output a little under 300k rotational force and you need like, three times that. bare minimum. and thats with optimized wiring and not fucking up configurations anywhere

do yourself a favor and just heat that steam engine with some autofarm shenanigans
>>
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I just built you a new house two fucking days ago, lady
>>
>>568502715
accurate woman portrayal
>>
>>568502715
>audiophile
>>
>>568497572
>Create Garnished
im not seeing that on the page i can look into it a bit further i guess
not sure what i want to do for structures on though kind of 50/50 between the dungeons arise steampunk mega dungeons and nothing at all, i want futuristic structures and the pack isn't create focused i'm just using it for the low game tech

>>568497836
all the powergrid stuff requires FE which means making a mechanical crafter for the shunt generator
>>
>>568504572
ree
>>
>>568500634
Supersymmetry
>>
https://youtu.be/R6U85tIyIAE
>>
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>>568506626
>gemslop
can't wait to see it on the bedrock store
>>
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>Witchery walled villages have been ported to a standalone mod
can't stop winning
>>
>>568512252
for which version?
>>
>>568513545
1.12.2
>>
>>568512252
I saw that and remembered that there was an actual 1.12 port of witchery that's hosted on some obscure website. Does anyone know if its any good? The fact that the dev refuses to upload it to curseforge seems kind of sketchy
>>
>>568514526
I think I briefly looked at it, and it has everything from the original. I assume it hasn’t been posted to curse because it’s incomplete, it loads the textures from a 1.7 Witchery Jar you have to supply yourself.
>>
>>568514761
Oh cool. I assumed it was gonna crash my game or corrupt my save. I might try it out in that case
>>
Aw man, Design n Decor has some cool stuff like the stepped lever and breaker switch, but damn it is full of bloat. AND NO CONFIG FILE. Think I might have to live without it. I already have Create Deco.
>>
>>568516989
Don't you know? Config files are soooo last decade. Now-a-days, if you want to adjust minor settings in your mod, you just have to know the structure of the mod, the names and references of everything you want to change, and create an entire datapack.
>>
>>568517428
Can you remove entire items and blocks with a datapack? I think you can "remove" recipes by making a recipe file with empty curly brackets at the right directory.
I've been using ItemObliterator for that instead, but for some reason it doesn't work with Create Propulsion.
>>
>>568517428
I hate this trend so much. Serene Seasons basically being permanent winter with no adjustability comes to mind.

>>568518120
Yea, but also CraftingTweaks and Item Obiliterator. One can do or remove recipes and the other just removes the item from the world right down to JEI/creative and will undo them out of the world if it already existed somewhere.

>>568504572
Ah no worries I just like create I don't go much more into tech mods. Heavy tech and heavy magic as much as they fight about it have the same problem as being tedious as fuck sometimes.
>>
>>568504823
Yeah that's probably the right answer but the pack is barely half done.
>EV mostly done
Oh actually not that bad, last I had checked they had barely added aluminium processing or whatever. Good to see they're moving forward. Still, I'll wait until they're close to the late game.
>>
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The Create Tracks mod got forked, the new version looks more like VS2's Trackworks, see pic related. It seamlessly upgrades from old versions, but new tracked vehicles do ride significantly higher than old ones. I want to upgrade for SIA server, unless anyone has any complaints about that?
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https://modrinth.com/organization/lieonstudios
holy bloat

it does look kinda good though
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Cool mod.
Shame it's slopcoded with unfixed bugs, and already abandonware within a week of being posted in the first place. Maybe he ran out of AI tokens or whatever. At least it's open source so others can work on it.
>>
>>568520875
current trackworks is pretty fucked to me when I was testing them. Anything past the small ones couldn't connect to each other properly. I wouldn't mind an upgrade
>>
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>>568525092
>>
>>568524309
>and already abandonware
Imagine my surprise
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>tfw mod has a really well made mob that you desperately want for your pack but installing it means making it severely more bloated
sometimes I wish I knew coding so I can alter the mod and extract the mob myself.
>>
>>568512252
why do uncs still cream themselves over witchery 15 years later
>>
>>568525092
You mean Create Tracked on 1.21.1? In my experience, the order at which you place thewheels really makes a difference.

>>568539917
Actually it wasn't ai coded, that was Alcubierre. Which has plenty of issues for now, but might get better.
>>
can't play create aeronautics with the voxy lod mod. they'd go perfect together but ppl have to stick to one mod loader
>>
>>568545390
I'm literally using both. Connector is magic.
>>
>>568546162
Is using connector worth getting voxy, compared to DH?
>>
>>568550440
Not sure, every time i've tried to use DH i've had nothing but errors and issues so I gave up on it ages ago. I was using bobby for a while but switched to voxy because it looks a better at very far distances. Also i've basically had no problems with connector at all I just slap in whatever fuck ass fabric mod I want and it works.
>>
>>568520875
That's looking pretty good! Tracked vehicles, and land vehicles in general seem of very limited utility on sky island terrain but go ahead.
>>
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>>568551680
Yeah they're not going to see a ton of use, but the islands are sufficiently packed together in some areas that (with some earthworks and bridges) they can be useful. Built myself a truck for digging for resources: >>568315443.
Tracks are a lot slower than wheels, but might be better for the kind of steep terrain that you get with the islands.

I'd quite like to have a Mad Max modpack, where land vehicles are both the meta, and can go really damn fast if you want them to. Maybe a zombie apocalypse pack with zombie sieges and scavenging structures for key resources.

The perfect Sable modpack would have different regions (probably dimensions, maybe planets) where different modes of transport are incentivised. A region with no atmosphere for planes but enough gravity so rockets are expensive, incentivising cars. A region with plentiful ocean to incentivise boats. Maybe another region to incentivise submarines. Maybe separate regions for blimps and planes each. A low gravity region where you just jet around with low-power thrusters would be cool too.
>>
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Plans for my compound:
1. generator building
2. workshop
3. bio lab
4. my house
5. storage
6. small land critter pens (tortoises and monitor lizards)
7. unfinished greenhouse
8. marine reptile lagoon. I hope Create has a method of putting in fences as walls because I don't know if I want to build the barriers myself
>>568501439
ah, cheers for the explanation
>>
>>568554690
> I'd quite like to have a Mad Max modpack
There's a youtube series coming up of a modpack exactly like that, but on a custom map. I'll post about it when the first episodes come out since it seems exactly up our alley. It's VS2 though not Sable which is kinda great, we can steal the good ideas and fuck off all the janky VS stuff which doesn't work. It's set on a gigantic Death Valley height map, extremely smooth terrain which is good for vehicles. But with massive mountains and crazy ruins too. The guy said he spent like 400 hours on the map and modpack preparation so pretty exciting stuff.

> The perfect Sable modpack would have different regions
I kind of disagree. Trying to cram all this stuff into one modpack is boring. It's much more fun to have different packs, with different maps, strongly dedicated to a single transportation mode. Sci-fi world, underwater world, mad max world. The good thing about Aero is how flexible it is. It would be stupid to have hot air balloons in a sci-fi dimension, you'd want to tweak those out and change it so that everything runs off levitite.

I see you are already getting bored of the airship sky islands concept, and looking to the next thing. I wouldn't mind if you turn this into a series of shorter serbs. However, in that case you'll need to provide some way of skipping the early game, much more than you have already done. Since the serb has been up for a couple of weeks and people have barely scratched the surface with regards to airship building.
>>
>>568521315
This shit should just be one mod that works like Framed Blocks, where you have only 1 functional block that you can paint with any texture.
>>
>>568556837
>a gigantic Death Valley height map
Like a custom map? Interesting. Might not be kosher to steal that, but stealing ideas is definitely a good start.
Does he have slopes or snow-layer like terrain? Or just perfectly flat? A map generator that makes smooth sand/snow dunes could be great for this sort of pack.

>Trying to cram all this stuff into one modpack is boring
I was thinking more that, if you want to have a very long-term progression-focused modpack, like Above and Beyond if not more spread out, and added Sable to it. In some ways I prefer longer term packs since it feels better investing your time into builds, though on the other hand they're probably worse for burnout and decision paralysis.

>bored
Not as such, I'm just looking to the distant future. I had this modpack idea for at least three years after all. I'm working on SIA 1.1 at the moment, should hopefully be out in a few days, though I got an unreproducable crash that I'm not too happy with.
This is my first time with Create so personally I'm pretty slow playing, but I'm having fun and avoiding burnout.
>barely scratched the surface with regards to airship building
I think it's mainly a resource limited thing. I've definitely noticed that it's slower to acquire resources than you do with vanilla caving, but with drill machines it should pick up sooner or later. Having hot air balloons require fuel also disincentivises large airships, just floating there gets expensive. Unlocking levitite should alleviate that, and naturally allow for a greater variety of airships (though less aesthetically congruent).

>>568558241
Or just an nbt-based thing, all using the same minecraft:chest id, but with different auto-generated recipes.
>>
>>568514975
you will want the witchery companion for it tho thats on curseforge since the trannydev jumped ship to start version chasing too mid development out of the blue, got no where, and immediately burnt out despite still needing new assets
>>
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Either or? Both?

Also rail grinding better be as fun as it looks.
>>
>>568561008
Neither
Reject memeversion
Come home white man
1.7.10 is waiting for you
>>
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>>568558468
I've collated a couple screenshots from this Mad Max map. I don't expect the actual world file to be released before the end of the youtube series. Which will start later this year and very likely run 12 months or longer.
The map is huge. I don't know how, probably Axiom, but you can put real world DTM height maps into Minecraft and biome and block paint it all. Then he imported all kinds of structures from publicly available sources, like the aircraft carrier, and mad max'ed them up. In addition to a lot of normal building and Axiom, VS ship design, and loot table tweaks and some command blocks which will be operated by an observer during the recording. It's VS2, Big Cannons plus Scorched Guns. Really looking forward to it.

There's also some insanely good Fallout maps which could work for Mad Max. Obviously we can't expect every modpack maker to put this much effort into a custom map. But this is more the type of experience I'm interested in at the moment. Like Castlefag's map, or DeceasedCraft, cool total overhauls where you can skip mining for iron for the trillionth time, you just get to play with the items from the mod the pack is built around. Like what's the point of a pack that gives you bombs and weapons if there's nothing to shoot them at, just super sparse custom structures you're only going to find at most one of in a normal playthrough.

I was inspired to do something similar to this last weekend. Star Fox sci-fi map >>568006370
That one's more of a proof of concept, no survival aspect to it whatsoever. But it does show it's not too hard to take some pre-existing maps from Planet Minecraft or whatever, put it on top of a void world with world border around, then paste a load of structures in. Spread some loot around and a couple ships, there you have it. It's a different approach than terrain gen and modpack tweaking but I would love to see more of this.
>>
>>568558468
>Might not be kosher to steal that
The map will only be obtainable if they put up a download anyway and if they do then it's obviously going to be intended you can play on it
>>
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the reactor slot looks like an empty swimming pool
>>
>>568546162
>>568550637
might need to try out this. worried about performance though.
>>
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>>568567363
The forbidden swimming pool
>>
Figured i can solve my brass issue by installing one of the mods/datapacks that just adds crafting for nether stuff, like it isn't that i don't like blaze burners but it's that i hate having to figure out where the fuck a fortress is, aside the other tech mods make getting netherite easier anyways

now i need to figure out if i want structures, like i want cool futuristic structures so probably going to install dungeons arise hopefully other structure mods are comprehensive so i can modify as i please
>>
>>568572465
>you know what, i'll just add The big lost city, that adds some modern stuff without it being the weird empty halls of the lost city and having a bunch of buildings i need to configure and crap
>load new world to actually start playing
>the cooling tower structure fails to load in properly
i guess i can deal with this sigh
>>
>>568576137
>factory spawned inside building
>literally no changes to structure configs except removing some of the arise structures that dont fit my theme
i wish i could show how much of a mess this generation was, i also forgot to turn on cheats so giving it one more go
>>
>>568558468
from what you've posted 1.1 sounds like it should really be two updates. one immediate one with fixes and updates that are qualitative changes for current gameplay and then some stuff that probably should be shunted to 1.2

>>568561008
gameplay>gui but in this case the difference is incredibly minor. I do think the freq tokens are cute though, so either just freq or both.

>>568576572
sparse structure + feature recycler present?
>>
>>568576908
can feature recycler help with that generation error? i don't necessarily want less structures (i'm fine with the amount in general just that world was a fucking mess)
>>
oh fuck yeah Caverns & Chasms updated for 1.21.1 now I can have my beloved fragile stone and fuck around with aero
>>
https://www.youtube.com/watch?v=IQquXkyGYCE
>>
>>568569895
if water not safe or potable why so clear?
>>
>>568584623
it's a swimming pool you retard, swimming pools are always clear but not potable
>>
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>>568586478
>not potable
This shit looks immobile to you?
>>
>>568587431
do you know how fucking heavy water is
>>
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>quit playing pack for two weeks
>decide to revisit it again
>feel like I've been gone too long to remember specifically what I was doing
>restart and sink another 100 hours in
>quit playing pack for two weeks
>>
wizardserb when?
>>
>>568590938
how do you make it interesting
>>
>>568587431
did you just confuse potable for portable
>>
>>568584623
to see through
because not clear water has bad ions and substances that will damage equipment
>>
>>568591802
enforced roleplay
>>
>>568551680
consider: landing gear for airships
conisder: airship/landship transformer

it will need slightly bigger sky islands to be viable but it can be fun
>>
>>568590419
>not writing down notes everywhere
learn to comment your base and you'll never have to fear a thousand hiatuses
>>
>>568584623
because there's 0.0000000001% contamination of random radionuclides
>>
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Smallest tank powertrain I could make, dunno how to improve it. Works by having separate lines for forward-backward and left-right, but to avoid having a 50 meter high turret ring, it uses mawpc feeling energy transmitters for left-right. And if the turret has a big cannon that's too fat for cranking or if I just want powered gun pitching, it'll need another one that needs to be slowed down. Wonder if I can replicate this ye olde VS2 build https://youtu.be/Zz-Gg85WhaY?t=1864
god I miss trackwork this stinks why are o*froad devs just fucking around with some random jewtuber instead of fixing broken shit
>>
>>568597480
Aaand it doesn't work. I guess it's realistic since the second drive wheel would be an unpowered idler irl, but the model still having a shaft on a complete track suggests otherwise.
>>
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>quit playing pack for two weeks
>"I just need to build epoxy processing"
>I'll play it later tonight, I'll just need to build epoxy processing
>open pack and stare at the main menu
>I'll get to playing it, all I need to do is set up epoxy processing
>watch youtube for two hours then close the game
>I'm feeling pretty tired, I'll set up epoxy processing tomorrow
>I've got so much progress planned for the pack! I just need to set up epoxy processing
>I'll probably set up epoxy procesing tomorrow!
>it's only been three weeks since I've last played, I'll just set up epoxy processing one of these days and I'll be on my way

For anyone who hasn't played gregtech: no epoxy processing isn't hard, it's like two precursors and maybe 4-5 steps in total
>>
>>568599368
it's kind of annoying if you don't already have oilproc running
>>
>>568599830
The thing is I literally set up oilproc before this. And fermented biomass processing too. I have acetone, ammonia, and propene on tap.
What I don't have is actually chlorine production, because the best way seems to be salt water electrolysis which I don't have anywhere nearby, so I'd need a source of salt.
I can get renewable salt from tier 1 microminers which I can access right now, but this requires rocket fuel which is another process with 3-4 precursors.

But that's not the worst part. The actual worst part is that I have already set up both hypochloric acid and rocket fuel and even PTFE, except they are all fucking terrible and sucks ass, and I need to tear it all down and basically rebuild everything so it's reasonable.
Then I can go to the moon, and build a microminer. Then I can set up salt water electrolysis. Then I will have a proper source of hydrogen and chlorine. And if I build a proper PTFE setup I will even be able to build the LCRs I need to make this shit easier.
And then I can set up epoxy and it'll probably take me like 15 minutes once all of the above is done.

I just really hate tearing down setups and reworking shit, cleaning out fluid cells filled with garbage from my AE2, and redesigning shit which already kinda sorta works (even if horribly).
>>
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set up a couple sifters to get rid of my excess dirt
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>>568602736
go find a saltwater chunk in the overworld and slap a pumpjack on top of it
i don't remember whether it's faster to centrifuge out the salt first or not if you just want the chlorine, i think electrolyzing the solution gives you sodium hydroxide if you want that for anything?
>>
>>568204627
Get a bunch of stacks of certus quartz and redstone so that you have enough raw material to get started smoothly. I recommend getting 4 flawless certus quartz buds around a growth accelerator asap via mekanism boxes. Then make the biggest drive you can and a few small ones and dump in anything clogging up your storage. Then look around your machines and figure out what ae2 can help you automate or do faster. I figured it out much faster once i had enough material to work with and had tangible goals in mind
>>
>>568317080
Heya, I know its only been 2 days but I'd appreciate if you could post the updated datapack, I think i want to launch my own server soon than later. Unless you think you'll have your update done like tomorrow or something.
I got a fun suggestion for a mod that i've been playing with for the pack: Windy its a really minor cosmetic thing but it absolutely adds to the mood.
>>
>>568300121
I love paxi

Its probably no mans land you need to find the mixed litter file in the config folder to make the animals normal again
>>
>>568576137
Structurify has options to force structures to spawn on flat land, lots of per-structure options.

>>568594576
The current sky islands are upside-down triangles with smaller triangular mountains on top for the larger islands. Sometimes with rivers that enforce flatness through part of a larger island. If you could make the mountains happen less often (or not happen for flat biomes) that could make for better flat land for runways and such.

>>568576908
Two updates? Are there any urgent things you think should be patched ASAP? If not, the main 1.1 should be out in a few days. Having to download a new pack is kinda high friction, so I’m trying to minimise it.

>>568615278
Yeah sure, I can post it soon. First I’ll probably go through those “sable mass” mods and use them to replace my own sable mass definitions where appropriate.
>>
>>568619530
>Structurify has options to force structures to spawn on flat land, lots of per-structure options.
maybe i'm retarded i don't know which part does that, not too worth it imo if i have to check each individual one i think that generation just got fucked up like there was 10 structures all within 200 blocks
>>
>>568611743
I'm a rat sitting in the void world permanently (you get it at any time in nomi)
In hindsight I do wish I had set up in the overworld, but now I already have my base and I am so allergic to redoing things that I doubt I will move at this point. At least not until I get a quantum ring and can just fuck off wherever, but even then just bootstrapping half my base in another dimension might end up too annoying for me to bother.
>>
>>568611743
>>568621524
Also actually on second thoughts I can pretty much make the gregtech ender tank liquid transport thingy, I forgot what it's called. So I could do that in fact. Send gasoline to the overworld for power, get saltwater back.
But I'm also very close to getting microminers set up as well, and I'll need those anyway, so I might as well get salt from a pocket universe at this point.
>>
>>568621702
yeah ender tank is only, like, HV gated in nomi? so one for fuel, then set up a pumpjack anywhere in the overworld or on whatever planet and one tank for whatever you're getting out
i've been putting off doing that for ender air and saltwater myself actually
>>
day 60
still no use for create aeronautics found in survival mode
>>
>>568625225
>day 60
it's been two months since aero dropped???
>>
>>568625225
aerotruck simulator
https://www.curseforge.com/minecraft/mc-mods/aeronautics-delivery-quests
>>
>>568625538
>commands
seems slopcoded but it's a fun idea
>>
Alright boys, I fucking did it, holy crap this took way longer than expected.
Presenting: Create - Liquid chutes. Coming soon to modrinth near you. Free 1 block liquid transport. Straight down or round a bend. For all you frens who are sick of pumps that need a whole power setup just to put a bit of fuel in an engine. It's also exactly enough for a level 1 steam engine.

It's for Fabric 1.20.1 for pathserb but I'll port it to 1.21.1 Neoforge too. It's all using Create API so that part is very simple.
The models are not great as you can see but functional enough. The straight chute item looks fine but the elbow and knee variants are really weird in the inventory which I don't know how to fix. It was my first time using blockbench and I have no fucking clue what I'm doing with that program. If anyone's willing to make a better 90 degree turn chute block I'll happily replace the models.

It's obviously much more OP than base Create but not as mawpc as the Supplementaries faucet. You do need to provide an actual infinite source, a waterlogged leaf block doesn't cut it.
>>
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>shooting mobs with chlorine gas doesn't do anything
minecraft is a serious letdown sometimes
>>
>>568541947
it's like 1 of 3 half-decent mods from the old days
what you should really be asking is how the fuck anyone likes it since all the unique toys it offered were pvp/griefing tools in the form of voodoo poppets. the mod does literally nothing in single player
>>
>>568615278
Ok never mind, those "Sable weighted" addon mods are full of errors with no way to contact the author. Gonna do it all by hand, but for now here's the datapack:
https://litter.catbox.moe/ldnxub.zip
Link lasts 3 days. It's gonna cause crashes if you have any loaded directories trying to load things that don't exist (e.g. sable's half-volume tag trying to insert a season detector).

>>568620394
You can do it grouped by mod or structure-set too. Or even globally.

>>568630078
Cool. I'd say to include sable weights and volumes, but the default 1kpg and 1 volume should be fine. Steam engines need a lot more water than a diesel engine needs fuel, right?
>>
>>568619530
> Having to download a new pack is kinda high friction, so I’m trying to minimise it.
Appreciate that anon. Also, in my experience, when doing frequent small updates you get lazy with the testing. Better a medium size update with enough changes so it's worth doing some testing, but not an enormous amount where you can't possibly check everything.

>>568632315
> Steam engines need a lot more water than a diesel engine needs fuel, right
Yes. 10 mb/t per engine level. Diesel not sure but more like 2 mb/t I think. But they have a 1b internal buffer. I really hated that they don't pull fuel out of tanks and need an external pump, with this they are a bit less useless than before. Still worse than the Aero ones though.
>>
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I build this harlot TWO (2) houses just to come home and find her in bed with another man.
That's it, my whole family is going into the smeltery. Except the fujo, she can live.
>>
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>>568633606
>not an enormous amount
The only large mod I've added is Steam n Rails, the rest is a collection of maybe 10 minor mods that flesh out minor gripes. Pic related.
>engines
One of the mods adds its own engines, a V4 that's twice as powerful as the portable engine (not sure if I should make it twice as heavy), and the I2 that's half as powerful (I'm making it half the weight). And a mid-drive engine, it outputs via an integrated small cogwheel. Diesel engines make sense still, but now there's less of a gap between them and the portable engine.

>>568635210
You've misread their intentions, there's a space in the middle that they left for you!
>>
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>>568637097
>You've misread their intentions, there's a space in the middle that they left for you!
it's too late, their fates are already sealed. I'm going to trap them inside a pool filled with raw sewage for all eternity. Or until I get bored and kill my wife so that I can marry another npc.
>>
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>>568637491
>the poison effect from sitting in raw sewage does no damage
on the topic of minecraft mods being serious letdowns:
>>
i don't get it
>>
hey girlies, ive been using prism launcher which has been ok but i wish it had a feature that allowed you to categorize your moderinos. im using the modding bethesda games that let you do something like that and its kinda poopy penis that i cant do that in minecraft with prism : (
>>
I remember the good old days when global rule #2 mattered.
>>
Anyone use Doggy Talents Next and DTN Palette of Paws?

Seems nice as wolves/pets were a great idea/addition to the game, but have no mechanics outside of AI that craves to die. It fixes that and its a remake of an old mod but traveling across the land searching far and wide, we've only found two of them between 1000s of blocks explored in the overworld and nether. I'm not sure if something that isn't configured right or if some other mod is interfering, but I can't find any info on it and the directions/wiki as with most mods is far from clear. All I found is that More Mob Variants can sometimes maybe be a problem, but disabling that and using Easy Mob Spawning to up spawn rate 1000% and using a fresh world I still find fuck and all.


>>568625225
Can it not build airships like an old Final Fantasy? I would use that to explore if nothing else.

Flying loot storage for when you go out raiding villages and buildings for items (I've not played with it but it looked cool and that was my thought since my current pack is full of charms/gear/gems with useful purposes that either need to be looted or late game a huge mod farm so being able to fly out and collect to something that comes with you would be amazing.)
>>
>>568638137
why would standing in sewage kill you
>>
>>568632315
Thanks man. I got it downloaded. While I have you here, a few more questions:
How do you obtain slime and honey? vanilla methods? I was doing some solo testing and I found those to be particularly annoying.
I wouldn't mind but I'm trying lure some people that have a much lower tolerance into trying aero. I say that but I'm also adding in power grid after I saw some anons talk about it here and that seems like a nightmare, but its at least an avoidable one
>>
>>568638137
poison doesn't kill you in vanilla. it takes you to half a heart and keeps you there
>>
>>568645658
Vanilla methods for honey, but slime can be crafted with lime dye and bread dough. That needs a grindstone, not the end of the world but a bit of a pain. I wish there was a mortar and pestle mod for 1.21.1.
Honey isn't an absolute necessity for building a vessel that remains activated, but I still put a tube of honey glue in the starting airship's box.
I don't really like vanilla honey scaling, seems like you need a fuckton of honeycombs to do anything with waxed copper, and moving bees around necessitates silk touch. Trying to harvest from beehives by hand makes them angry (maybe there's a hand-held bee smoker mod) so you either fuck around with a campfire or craft dispensers.
There's definitely room for an alternative recipe for honey glue, maybe with tree resin or sugar or whatever.

Power grid is the one with the two wires going to each thing, with series and parallel, right? I like that because I do electronics as an IRL hobby (and think mechanical create power should also behave similarly), but it's a distinct hurdle compared to simpler 1-wire power systems, and doesn't really offer that much benefit in exchange. I wouldn't want to push it on non-autistic players.
>>
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Oh damn, these are item tags (used for recipes), so I can't just add them to the sable weight tags, because those are block tags (used for world interaction). That's annoying.
>>
>>568642993
Okay so apparently its Mythic Mounts (1.20.1) that's fucking up anything else spawning. Even if you lower its spawn rates from 100 to 10 nothing else takes its place. Hog ass mod seems to take over any kind of addition creature outside of vanilla. No idea how to fix this shit.
>>
>>568639518
He's gonna actually do it in Minecraft one day.
>>
>>568653386
Oh brother. I take it you haven't played the mod? Forget about tweaking anything steam n rails by hand, those guys took datagen up to 1000, it's crazy amounts of blocks all with automatically produced jsons. Honestly I'm mildly surprised you're adding it, I do love it but my god with createv6 they went off the deep end, it's the worst bloat mod adding more JEI pages than all other Create addons combined.

On a completely different note can I ask you to add a recipe? I would like gravel to be millable to sand, similar to how cobble is milled to gravel. Normally you can only crush gravel to sand. I can't be bothered to setup permanent crushing wheels atm.
>>
Are you doing weight tags via datapack? Wouldn't it be easier to use Crafttweaker or KubeJS to do it?
>>
>>568659738
>I take it you haven't played the mod
Nope.
>Forget about tweaking anything steam n rails by hand
Just set weights and volumes for smokestacks and buffers and headstocks and locometal boilers. Copy-paste with a text editor that can have simultaneous cursors makes lighter work. Worst case it's 100 lines in a file.
One anon recommended it so I figured why not. Still not sure how I feel about the phantom tracks, they seem like they'd defeat the purpose of airships, so maybe I should disable those.

>milling IRL is generally for softer input materials with finer output powders
>crushing wheels IRL are generally for harder input materials with coarser outputs
>cobble can be milled into gravel or crushed into gravel
>gravel can only be crushed into sand
Who thought that one through? God knows we have enough flint from any gravel-washing machines, so yeah I can push that recipe through. No chance for flint or clay, you can build the crushing wheels if you want the rare drops, same as ore.

>>568661949
Do they support partial match like regex? I just added each block to the existing tag like #sable:heavy. It took a few hours sure, but it's less frustrating than bashing my head against a wall trying to comprehend regex.
I've managed this far without KubeJS, and also only realised CraftTweaker was still a thing a few days ago.
>>
>>568662549
It should be possible I bet, with KubeJS at least. Not sure about Craftweaker since I don't use it but I doubt it's any less powerful. I recommend at least either of them, they make pack making much less of a hassle
>>
Is Neoforge that much better on performance than Forge? I've heard this and the presence of old fabric mods on it makes me wonder.

I despaired a little when modding split 4 ways a couple years ago. It was bad enough when it was Forge and Fabric but they sort of did different things and Fabric kept up more quickly for vanilla+ or vanilla++ and Forge was old MC jank but had old titan tier mods. I worried the further split was going to send devs scattered where it would be hard to build a decent set of mods, but looking at neoforge recently it seems to be getting stuff I remember being long time Fabric mods and long time Forge mods.

Sadly a lot of mods only seem to start neoforge support at 1.21.1 and a others haven't gone past 1.20.1 yet so 95% of my selection works on it but gets shot down by a few mods, but major ones which is a bitch, but gives me some real hope that perhaps in the not too distant future I may see a day where I can merge together what I miss from Fabric, what I use on Forge, newer vanilla content, and have performance all at once. It seems wildly close to being the case in a way I didn't think could happen especially not when all that drama happened (still feel bad for fabric guy he seemed to get railroaded by the hate mob that formed out of forge over nothing, forge situation had some legit problems but I do to an extent understand why he had such an iron grip on it when every mod was asking for special exceptions)
>>
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I want a Fulgora dimension except all the garbage is physically simulated so you have to haul it back to your base and chuck it in a recycler you built yourself.
>>
>>568662549
Nah phantom tracks are based (and tough as nails to obtain in any quantity whatsoever). They don't conflict with airships at all I don't think, in fact it makes sky islands more interesting when there is airplanes or balloons moving around on their own. Just a cool thing that adds some life while you're flying. A bit of danger also, those trains will fuck you up if you collide with them.
Realistically you're going to need to do some creative mode building if you want to see this though, phantom rails are very hard to acquire and insanely aids to place down in the sky without angel blocks. Really need to increase max track placement length config too.
>>
>>568662549
> yeah I can push that recipe through. No chance for flint or clay, you can build the crushing wheels if you want the rare drops, same as ore.
Thanks a lot anon. Honestly removing the trash outputs is a buff, saves on having to chute those out into lava.
>>
>>568667342
>it makes sky islands more interesting when there is airplanes or balloons moving around on their own
It's a purely aesthetic choice to make such a thing resemble a plane or airship. Kinda superficial. I'd rather just see flying trains, that's plenty steampunk.
>very hard to acquire
Should I try to alleviate this? There are some mods that change how phantoms spawn as a moon phase thing instead of a sleep-based thing.
>without angel blocks
I really wish we had these, but I can't find any angel block mods. Well I could probably do it with KubeJS or maybe even datapacks if I really wanted, but I'm a codelet so I'll leave that to someone else.
>max track placement length
What should I set it to?

>>568667453
Yeah, probably right.
>>
>>568668259
Flying trains like in Eberron? Yeah love that, sick. Again this is really lategame stuff unless you want to do some creative mode, which I'm not against. Not too sure what to do about the phantoms, you can always make the rails cheaper (more output on craft). Or make them spawn in the end or something.
Track placement feels pretty good at double length. So 64 if I remember right. More than that is useless anyway, pretty sure it will only use the stack in your hand.

I used a mod called Utilitarian last time for angel blocks. Adds a few other useful things also. Very importantly,: everyone's most beloved block, the most commonly requested, the all-time-great: Snad.
>>
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Aww, he's lonely.
>>
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Now they can be friends!
>>
>>568669315
>64
Not seeing a config for that at all actually.

The only ranges are:
#Max distance between targeted track and placed switch stand
# Default: 64
# Range: 16 ~ 128
switchPlacementRange = 64
#.
#Maximum length of conductor vents
# Default: 64
# Range: > 1
maxConductorVentLength = 64
#.
#How often a conductor whistle updates the train of the bound conductor
# Default: 10
# Range: 1 ~ 600
whistleRebindRate = 10
#.
#Maximum distance (in blocks) at which a conductor can be activated by looking at them
# Default: 16
# Range: 1 ~ 64
activationDistance = 16

It's kinda strange how the trains don't necessarily require fuel to run, but I guess that's just Create-style balancing. I imagine if I change this to True, I'll get some pushback.

>Utilitarian
Wow cool, there's no config to disable snad, obliterator it is
>>
>>568671002
Sorry it's in base create server configs. maxTrackPlacementLength in the train submenu. You're looking at the steam and rails config now.
Yeah don't make trains require fuel please that makes them completely useless. The effort required in building the track and designing a nice looking train is more than enough. Also they don't load chunks so you can't reliably automatically refuel them.
>>
>>568546162
lying bitch. voxy doesn't have a 1.21.1 version
>>
>>568672814
How wrong. Check this out fag: https://github.com/j-shelfwood/voxy-neoforge
Also the connector isn't too picky about versions it just werks.
>>
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First public snapshot of a small backport is available, Pick Up Notifiers for 1.7.10: https://github.com/JackOfNoneTrades/VintagePickUpNotifier
>>
>>568389912
They would probably taste like gummies for the few seconds you have left to live
>>
>>568645671
It doesn’t do any damage at all, is what I’m saying.
>>
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Early GTNH ore prospecting SOLVED.
>>
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>>568377294
>>
I know we've got a few servers going with islands and shit, anyone tried this one out in particular? https://modrinth.com/mod/aeroscapes-islands it looks good from my initial testing.
>>
>>568389509
>>568391226
>>568391371
The last good version is 1.7.10. But all them fags just obsess over create.
>>
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>F&A doesn't have a single species of ammonite planned
WHAT'S THE POINT IN BEING ALIVE
>>
>>568690474
Looks very similar to all the other floating island generators. Islands too small and too densely packed for my tastes. Higher islands putting the lower ones in darkness. Atrocious terrain for actually landing an airship. No generation of docks, runways or other appropriate structures. Ugly lava and water flows. Mod marketed for Aero but it's fabric and you have to use Sinytra?? 6/10, nothing wrong with it but not exactly a revelation.
>>
This is kind of a silly question but I'm using a mod pack that has some mod built in that changes what it looks like when you drag an item through your inventory. it makes them bobble and tilt based on which way you pull the item.
Anyone know what mod does this? I wanna disable it
>>
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>>568377294
>>
>>568693653
would be easier to diagnose if you told us what modpack
>>
>>568377294
Not eating, but I have always wonder what do Thaumcraft essentias taste likes. This is Azanor's fault for forcing me to have rooms full of those jars filled with them mysterious liquid.
>>
I miss playing this heavily modded crap
>>
been playing vanilla on and off since before the nether. where's a good place to start?
>>
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I built a workshop. Time to build a refinery and then the generator
>>
Anyone know what could be causing chocolate modpack (the one by goated, not minecraft chocolate edition) to break dynamic lights on the rethinking voxels shader?
specifically when carrying torches, the light gets stuck on the player depending on whether or not the torches are on the hotbar (it happens when they're on the hotbar) and whether an item is in the offhand (having something in the offhand fixes it)

tried turning off all animation altering and all UI mods, messed around with all kinds of options in the shader, but i'm stumped
>>
>>568689792
wait, that works? that's very funny
>>
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sometimes I look back at old screenshots and really think that old me was much better at copying designs off the internet than current me.
>>
>>568712102
Maybe you have both a dynamic lights mod and dynamic lights from a shader?
>>
Well I'm rangebanned again so no screenshots but rest assured there has been lots of activity on the luddite aeroserb. My current project has not yet panned out, bit frustrating actually. If it does work in the end you can be sure I'll find a way to share a webm.
>>
Aerotruck Simulator
https://www.youtube.com/watch?v=3hmxtE7Q1Dw
>>
please add Trickster to an Aeroserb with Sinytra, thank you
>>
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just a couple workstations. Can't wait to generate proper power
>>
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this thing isn't even human
>>
>>568735610
>>568712102
It ended up being contuinity. It fucks with shaders somehow via some emissive texture setting.
>>
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>>568738005
>>568625538
well? fuck's the difference? snowrunner modpack using these and webmrel when?
>>
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>>568749478
one requires you to enter commands manually like a caveman or linux user, the other seems to have proper items and menus
>>
>>568750096
It does seem better, I tried the seemingly slopcoded one earlier and it sent me straight to the end of the fucking world to pick up the cargo, which was a retarded looking hollow 3x3 iron block with a chest on one corner. Couldn't even pick it up because sable was shitting itself at coordinates that high.
>>
>>568753045
how's the other one
>>
>>568486481
The Precipice music disc is really good, is like a rock version of Moog City
>>
>>568541724
That's how I feel about the Thrasher
>>
>>568736796
Good to hear. I’ve been busy tweaking. And also adjusting values in the datapack and configs.

>>568739452
All parametric spell mods have unreasonable power scaling that wouldn’t fit ludserb. Especially with regard to mobility and transportation.

I would aesthetically like to add a magic mod, and parametric spells are really cool, but I just can’t see it fitting. At best it would probably be something like Embers, which really is just a magic themed machine mod. For now I won’t make such a drastic change to the pack, but magic and electricity and guns are on the table for the future. At this rate it would happen by the server’s expiration date, if there’s still people playing by then (looks like there will be) I’ll see about migrating to Oracle.

>>568750096
Are contracts randomly generated? What control does a pack curator have over the contracts and their locations? Seems like it might fit a custom map pretty well. Be nice if you could select structures as destinations (villages, modded structures, etc.).
>>
>>568743358
>not audiophile
>>
Any good dungeon-crawling modpacks?
I've tried out many different modpacks that boast being focused on dungeon crawling, but they always either don't have any good dungeons to crawl or nerf everything into the ground, making playing a chore (I'm still booty-blasted over IntegratedMC's whole shtick boiling down to gating everything behind a gorillion of other mods which are similarly gated).
Bonus points if the modpack has a magic system that isn't "do what you already can do in vanilla, but more expensive, less convenient and plain worse".
>>
>>568760204
Embers has great synergy due to More Create Burners. Ember powered burners is absolutely goated as fuck.
>>
>>568774297
It also ties in with Pneumaticcraft’s heat system. Be nice if we got compressed air thrusters and ember drives and other cross-mod propulsion methods.
>>
>>568760204
I seem to remember discussing a strip down of Big Cannons with you. That mod is way, way too much. I would like to learn it but my eyes just glaze over when looking at a full page of shite in JEI. If you're still having fun with the tweaks I'd be grateful if you could babbify, I mean curate all the barrel and breech types.
>>
>>568771378
Prominence 2 pretty good, diablo in minecraft basically. Weirdly it includes a whole suite of tech mods but you can dump all those items in lava, progression is solely through actual killing of bosses. Magic is very, very strong but so are the bosses, it really ramps up, quite a good difficulty curve.
>>
>>568783321
what's cobblemon
>>
>>568782401
I played it already - wasn't a fan of cheaty bosses (modeled after the pure retardation that is calameme, so no big surprise there) and DUDE COOKING LMAO.
Shit was extremely underpowered until I said fuck it and rushed to the middle of progression to cheese the FUCK out of mecha wither boss to get the funny flying suit.
Overall I'd say that it was more of a boss rush modpack rather than dungeon crawling modpack.
>Tech mods bad
On one hand, I hate Create and Immersive Engineering like you wouldn't believe.
On another, I had more fun with kitchen-sink-y packs raiding dungeons with a chainsaw and a nanosuit than I did in all of the """carefully curated experiences""" combined.
I'd be thankful for any pointers to such packs (though I'm afraid none exist and I'll need to put together my own, which dispels the spirit of adventure since I'll know EXACTLY what I'll face.)
>>
>>568782043
I never saw a good way to simplify the mod, other than removing whole material categories (e.g. nethersteel). Removing all auto cannons would be ok too I guess.

From my experience looking at ponders, the cannon creation seems somewhat straightforward, but tedious. Instead of making a fat cannon barrel segment bored to size, you make an unbored one, bore it out to a thin shell, and stack that on progressively smaller thinner shells until it has the right inner diameter. Seems kinda silly for a block game. Not only is it over the top for a mod most people only ever use in creative mode, but it has no gameplay loop itself.

Before I start removing parts that are already in the modpack, I’ll look into the ability to folder like parts in EMI to reduce clutter. Because that’s a big problem in lots of mods, not just cannon parts but train boilers (what do these even do if they don’t consume power?) and furniture and everything dyed and in multiple wood types.
>>
>>568796673
The autocannons are cool. It's a mounted machine gun with a full dome firing arc, it serves a purpose. You can attach a seat and get in it yourself. doesn't need yaw or pitch controller to target it which already makes it a lot easier to use. I think this one is the most usable in survival.
Yeah reducing the types of different materials would be my first choice. I think we discussed this. I also have no clue what the difference is between the different breeches and which ones need a ram rod (front loading?). I would love to play a pack where you don't have to figure out the right combination of bits, there is only a couple of cannon designs available. I see people making turrets with auto-targeting from the Create: Radar mod and it's just amazing, but I really fucking can't figure this mod out it's ridiculously intimidating. Really we need stripped down versions, like one with only the fun pirate ship cannons and one with the full on WW2 siege guns and machine guns.

Train boilers are decorative blocks only, very useful for locomotive building. Like I said, Steam n Rails recently went off the deep end and just added an enormous amount of bloat. Amazing looking stuff in there but very overwhelming. 95% of it is decorative.
>>
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the great work begins. One big generator, one small.
>>
>>568801428
what mod are the gennies from?
>>
>>568760204
I understand your take on parametric spell mods, but consider how cool it would be to have one or two wizards on the serb with flying towers or something like that who know how the magic system works and are always doing interesting things
>>
>>568802325
Create: Power Grid
>>
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engine and rotor mostly set up. I still need to get the water and lava pumps going.
>>
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>>568807439
these will be powered by water wheels. I got 8 of them, so I should be able to run some pretty okay pumps off of that.
>>
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Anyone have lights from Chipped that they like to use? In place of the glowstone on the back left and right. (Left will probably change a little because I want to make the petal apothecary more convenient to use.)
I was thinking maybe sea lantern chipped to the redstone lamp texture but I don't know if it's a good idea.
Worst to worst I could use framed blocks with glowstone to hide lighting but I prefer to use actual light-emitting blocks.
>>
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I've got it running now and while it does produce power, for some ungodly reason it doesn't make as much as the one I did in creative.

The survival one makes 945.49 volts, and 859.38 miliAmps. I know that's because of the resistor, but if I try to set it to a lower resistance to raise the output, the resistor explodes.

The creative one made ~1100 volts and 1.19 amps. They're both running at the same speed and have the same number of components.

I thought it might've been the variac, but swapping it out for a rheostat made no difference.
>>
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>>568814352
n/m pm'ed you the fix
>>
>>568815679
can't you just build a bigger resistor so it doesn't explode
>>
https://youtu.be/bkYiMIOqtNs

looks cool for builder-tists
>>
>>568377294
Healing Axe
>>
the fall drop is
>autumn forest with a new wood palette
>abandoned tents

so content added this year will be
>retexture baby mobs
>an item that prevents mobs from growing up
>the cum cube
>sulfur cave/surface features and biome
>autumn biome
>a mostly ambient structure (tent)
look man i don't need something revolutionary but this is another year of skipped nonsense
>>
>>568818456
the resistor is a single-block object and I can raise the resistance but that lowers output
>>
>>568822486
what pack?
>>
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>>568757159
The mechanics are much better, didn't see any bugs with three deliveries, one to myself. Unlike >>568625538, this one's import/export so you make the stuff yourself or order them instead of going around ETS2 style, and as payment it uses numismatics instead of random items.
Has a leveling system, item amount, range, your speed etc. all affects the xp gained, higher levels seem to give a bonus for each delivery, dunno if it does other stuff like increasing the time limit.
You make your own cargo sublevel, a simple vault worked, a metal frame with barrels inside worked. And get to keep the storage sublevel, both for import and export. Delivery zones take the exact amount so you can overfill.
Don't know if it has specific compat or if it can use any storage, but the import order I made came in C: Deco's shipping container which was cool.
Has a pretty good amount of configs, you can add modded items or fluids. Defaults seem way too easy. One lets you change the minimum amount of storage blocks needed to make the delivery part a challenge.
There's a P2P terminal for serbs, dunno how it works.
The dropoff flare renders outside of vanilla render distance, at least with DH.
Lets you boot up the game without numismatics so you can make deliveries and get paid fuckall kek
Gives a clipboard instead of compass like the other mod so you can't use the navtable for autopilot systems, unless you have Aeronautics Calibrated and write the coords on the navcompass ig.
The only shit, and really shit part is that export orders are in the middle of bumfuck nowhere. It'd be infinitely cooler if they were on structures like villages, the way the other mod does. Similar with import, it'd be cool having a landing spot of sorts around your base.
Overall it's pretty solid for a mod that came out two weeks ago, I hope it gets structure support in the future.
>>
>seasonal forest from Bloats o; Plenty added as official content
we can't stop winning
>>
>>568832579
>minecraft mods invented seasons
you are this stupid and fat and gay
>>
https://youtu.be/BIeFXRu0X9Q
>>
https://streamable.com/ovqzsh
>>
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>drive setting of Tracks+'s suspension hammer increases the max speed of tracks and wheels
damn I feel retarded for not figuring this out earlier
they're actually usable now, both on ground vehicles and as landing gear on planes
>>
>>568822486
oldversions eating good this year sending everyone back to modding
>>
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>>568424172
I set up a smaller generator to avoid doing the self-excited thing, unfortunately it has resulted in a fraction of the output

The little one puts out 0.30 mAmps and 0.57 volts to fuel the big one. They're both spinning at 256 RPM
>>
>>568848251
I forgot I had to make the little one self-excited.
>>
https://www.curseforge.com/minecraft/mc-mods/fox-trot-brew
maid feet juice
>>
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okay now it's all working.

Now to power the workshop and maybe even lights around the compound
>>
why the fuck do smokers on SIA require resin
>>
>>568851395
Change by No Man’s Land. I can revert it in 1.1 if you want, the resin is kinda tedious to get I guess.
>>
>>568843378
This guy fucks. That's the best tank I've seen, nice and smooth movement on the turret. You got some kind of autoloader system in there too? or just creative ammo somehow.
>>
>>568851198
I went through and reorganised the cables and setup because it looks messy as hell. Now everything is properly colour coded.
>>
>>568822486
I like the physics behind the sulfur cube and the new blocks but that's worth rewriting a dozen of Kube.js ducktape scripts, when (if) the Vulkan back end lands I'll consider it.
>>
>>568852202
the problem is that the resin comes from specific trees for no man's land. the one you added for parity is better but they both just seem annoying for no reason.
>>
>>568855732
It comes from spruce and pine. Pine can be found around spawn latitudes, I’m building with it myself.
>>
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Is there a 1.21 equivalent for Doomsday Decoration? Decor mods that lets you make detailed cramped interiors. I ported my VS2 sub to test the new Deep Seas update and shits just barren inside.

>>568852908
Thanks. Not happy with the hyper horizontal traverse but I wanted it to be small as possible, can probably fix it by lengthening the chassis by one block. Again to keep things compact, it uses the heavy autocannon from CBC: AT and a chute is enough to feed CBC autocannons(though it's too slow for the default one). There is a manual breech version of it too but the rounds didn't feel strong enough to warrant that so I slowed the rof down instead.
>>
Once again.
>>
What' s a good, semi-casual quest pack? I tried playing MC Eternal 2 but I got kinda bored as it's questbook isn't very good and it's missing a lot of fun mods from MCE1.
>>
>ferrouslime can merge infinitely
Kill yourself Alex gummy worm barely tickles but this random fuckass slime reskin is suddenly doing 4 hearts DPS through absorption, regeneration and the best crystalcraft armor
>>
What mods would you recommend to make the game feel like an epic with MMORPG-like leveling times?
>>
>>568843378
What shadet is that?
>>
>>568878938
shader*
>>
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Do trial chambers or anything like them exist on Sky serb? Maybe it's a good opportunity to engage in 1.21 content, two years later.
Also I think being able to equip 2 back tanks is weird, maybe we can remove back tanks from the Curio back slot and just buff their default & enchanted duration by 100%?
>>
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What's in the picture? You have 3 attempts.
>>
>>568853467
very nice

also why the fuck does every single pack seem to have superfluous mods?????
like if you have power grid, you dont fucking need new age because POWER GRID DOES THE EXACT SAME THING EXCEPT BETTER AND FUNNER

YET THEY ALL SEEM TO HAVE NEW AGE AT THE SAME FUCKING TIIIIIIIIIIME WHHHHYYYYYYYYYYYYYYYYYYYYY

why is it so god damn impossible to find a decent modpack that has the GOOD STUFF without pointless bloat shit or duplications of what other mods already do
>>
>>568886791
Do not open the picture btw, you can only guess by looking at the preview, the way it looks in the game.
>>
>>568886791
sapling/tree coin?
>>
>>568886986
how
>>
>>568886791
forestry coin
>>
>>568886791
Semen
>>
>>568887442
Game for children.
>>
>>568884324
These purpose built vehicles remind me of Empyrion: Galactic Survival
>>
>>568887801
Andrenochrome
>>
>>568871739
Modders constantly bitch and moan when some mod adds something that is a smidge more powerful than their diamond sword reskin, yet the mob power-creep has been getting insane and nobody bats an eye.
I hate modders so fucking much.
>>
>>568891828
no they dont'snt
>>
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>first time playing aeronatuics
>nose dive my plane into water cos i think i fucked up the controls
how do i possibly save this
>>
>>568892803
cheat in the creative physics wand that lets you move it around freely to recover it
dont worry literally every single person does this; the mod is unplayable without the physics wand
>>
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>checking the latest Deep Sea patch
>entire sublevel still supports 1(one) whole ballast vent-ballast line which makes you go up and down
>still zero difference between putting them on the front, rear, left and right
>webmrel
>look up what the dev is doing
>says he's going to be busy adding a whole ass dimension complete with subnautica leviathans and those funny glowing seaweeds that're all phys objects
What a shame.

>>568878938
complimentary, euphoria patches and random settings
>>568892803
make a plunger launcher
and a runway
and a bigass airship as a crane while you're at it
>>
>>568892161
You have no idea how big of a stink modtrannies were raising over mekanism x5 ore multiplication and how often they label shit that they don't like "imbalanced" and "overpowered".
>>
>>568893008
it's a server with friends and im not the host... guess i'll have to try do some convincing tomorrow when they're awake
>>568893578
runway is definitely needed somewhere but we literally only started maybe 10 hours ago so i have no idea how i'd go about the others kek
>>
>>568884324
Trial chambers do spawn, yes. In a random world I generated just now, the nearest one was 2000 blocks from me. In the server, the nearest one is 1200 blocks from spawn or so. Maybe that's too rare? At least for the amount of time spent in undersea caves. In testing, they'd often be visible as rounded-over cuboids covered in dirt/gravel poking through the sea floor, but other times they'd be deep enough not to be visible. But cartographers can sell trial chamber maps, the modded wandering trader probably has them too. No clue why buried treasure maps aren't working though.

As for the backtank, didn't see that one coming. I tested removing the mod in singleplayer, curios-equipped backtanks just appear in your inventory. I don't even know if increasing capacity is necessary, seems like they're powerful enough? Though with Thick Air maybe that's not the case, but I've tested it and you can fill backtanks in the nether and end, so I think it's fine. Maybe that's a mistake though.
Also wow, the end with DH hits different.

>>568892803
>>568893918
Plunger launcher, or just a rope winch and a hand crank.
>>
>>568894689
i dont have precision mechanisms yet so plunger is out of the question
rope winch would only let me lift it up vertically though too, right?
>>
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>>568894689
I think the buff may be necessary if we're removing backtank stacking, 1 Default, unenchanted back tank seems very short, haven't timed it yet but it's probably 15 minutes in Thick Air environments too (Double with Capacity 3). Though it is very easy to recharge them, since portable engines exist, but at least now you have to hold your breath while recharging unless you want to get sacrifice more inventory spots.
>Trial chambers do spawn.
Neat, I think they're fine as is. Especially now I know we can get maps for them.
>No clue why buried treasure maps aren't working though.
Yeah kinda sucks finding a ship and getting an empty map. iirc This mean buried treasure straight up doesn't spawn at all. The map only tries to find one to point to and turns into an empty if it doesn't find a buried treasure chest.
>>
>>568895515
The Simulated Rope Winch, not the Create Rope Pulley. Probably best to have it somewhat high up, but it should be able to pull your plane up onto land.
>>
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>>568896812
that worked well! thank you!
>>
>>568899362
Man that’s a lot of gears. I wish the RPMs weren’t so low, 64 really is kinda silly for a small piston engine, especially considering IRL engines would run basically at the right speed for propellers. Someone should add a wankel rotary that runs at 256rpm.
>>
>>568900876
turns out i didnt fuck up the controls, it just doesn't even have enough lift so that's a bit demoralizing spending hours getting the stuff to make it in survival
>>
>>568901045
make those stub ass wings twice as wide and itll be enough
>>
>>568901045
switch them shitty spinners for a single real propeller bearing, it's a lot better and you can increase it's performance by adding more sails on it
>>
>>568901693
This is true and I consider it really bad balancing on the side of the Aero devs. Why make these cool looking prop models and then make them completely shit in comparison to the terrible looking sail propellors. Which are pretty much the same cost as well.
Is it possible to raise the thrust generated by wooden / andesite propellors for SIA?
>>
>>568859000
Man Das Boot was such a good movie
I pretend the last 10 minutes of it do not exist because it's retarded
>>
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EMI++ is a good mod. But it only easily works for mods that have their own tags already. Wind tunnel and CBC don't really use tags for organisation.
>>
>>568904008
GTNH NEI has folders too
It's great, 34 NEI pages with all of them collapsed
149 with all of them expanded
>>
why do i only see people here posting new versions now, i thought we all stayed in 1.7.10 and 1.12.2
>>
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>>568902823
>Which are pretty much the same cost as well
Well they do require brass, and a bunch of wool for the sails, and intersect with the ground in ways that aren't suitable for a compact aircraft. Though I've seen a lot of people make props closer to an vertical wind turbine than a horizontal one, extending in the axial direction not the radial one. Pic related.

>Is it possible to raise the thrust generated by wooden / andesite propellors for SIA?
If it were for a fresh server, I'd definitely consider it, but with all the existing airships using those props I don't really want to mess about with things like that. Unless there's a lot of demand for it. There's a few things I'd change if it were a fresh world.

>>568904150
I'm at 39 pages for now, but there's a decent bit more collapsing to do with custom tags. I'm collapsing anything homogenously dyed into folders (e.g. wool, sails, etc.) but not things made of different woods, for now. There's not as much wood clutter as there could be, but maybe I should do them too.
Though with EMI++ now mousing-over an item in its recipe gives red text showing "Error Rendering", which is a pain.

>>568904535
This is basically a modpack making general half the time, old versions already have modpacks made for them.
>>
>>568904535
le true scot face
>>
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>>568904580
GTNH folders things quite aggressively
All fluid buckets are foldered, all ingots are foldered etc.
>>
>find a mod that finally stops micro biome patches from generating inside other biomes
>game gets stuck on 0% world creation when fast noise is installed and throws a fuck huge error log about chunk generation
Satisfying my autism is more important than slight performance increase
>>
>>568904743
>Satisfying my autism is more important than slight performance increase
just throw that shit into claude and ask it it to make it work with fast noise
>>
>>568904715
That makes sense. In minecraft, different ingots are used for different things. In GTNH, all ingots are used to make their own flavours of energy hatches and machine casing and all that bullshit. It's a matter of homogeneity.
>>
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>>568905032
Expanded the ingot folder...
It is more than one page
>>
>>568673021
connector doesn't work and this repository doesn't build.
>>
>>568673021
isn't the original Voxy mod ARR?
>>
>>568905737
yeah this seems to be a vibecoded mess if you look at all the claude commits
>>
total neoforge death
>>
>>568907514
>uhmmmm performance is bad akshually sweatie....
geriatric fuck
>>
>>568907514
calm down lexxie
>>
>>568891828
They want to flex by beating unfair imbalanced mobs
>>
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Stumbled into this random steampunk/ww1 mod that adds tanks and modifiable rifles. It looks promising, so I'm going to check it out.
>>
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mods for this feel?
>>
>>568913691
um hmm good question yeah I think in response to your question "mods for this feel" where you're looking for mods that bring a particular feel yeah I think I'm gonna say schnurritv's sex mod
>>
I've installed Trackworks on 1.20.1, but I feel like there's more I'll need before I can actually build vehicles. Does Valkyrien Skies 2 need an addon that actually allows you to pilot a vehicle?
>>
>>568904743
>>find a mod that finally stops micro biome patches from generating inside other biomes
Which one please, I'm so sick of the 10 blocks wide Lush caves that creep on the surface.
>>
>>568914267
No. Well, not "need". The wheels or tracks need to be fed with rotational power from Create to start moving. You can try it with a creative motor first. Then you use a clutch to enable or disable the power with redstone. Wheels also turn when powered by redstone from the side.

You can provide all this redstone input wirelessly using redstone links, which you use a Linked Controller to bind to your WASD. Alternatively you can use Drive by Wire mod to do this without redstone links that take up a block space.

Tanks are steered by reversing the direction of one of the tracks, you'll want to use gearshifts for this.
>>
>>568914762
https://modrinth.com/mod/biome-cleaner
>>
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>>568913060
the primary (and in fact only) gun in the mod is this wheellock cowboy repeater. The firing mechanics are kind of interesting. The gun reloads by just pressing R with ammo in your inventory. Each press reloads 1 round, and the rifle has a 3-round internal magazine. It's click to fire, but there's a delay before it shoots. The gun also misfires frequently, but all you have to do during a misfire is wait a second before shooting again.
Annoyingly, the mod adds in a bunch of generic metal types that every other mod already adds in (copper, bronze, tin), and for maximum annoyance, none of the recipes are oredicted, so I couldn't for instance use immersive engineering copper to build anything.
Mod looks very promising but is not ready for use in modpacks yet.
>>
https://www.curseforge.com/minecraft/mc-mods/create-electro-energetics

who's ready to test the release
>>
>>568907653
fabric mogs
>>
>>568913060
link? When i google that I get a totally different mod with the same name from a troon
>>
>>568920228
https://www.curseforge.com/minecraft/mc-mods/immersive-mechanic
>>
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Finished the smeltery. It's not much of an output increase but it's still worth the effort.

Best part? It's all powered by electricity from Create: Power Grid.
This has been one of my bugbears, glad to have finally succeeded.
>>568914874
thank you kindly. I want to build a mobile drilling vehicle (shaped vaguely like a Mark V tank) and probably a jeep-adjacent thing for my nature preserve. This will no doubt help me get there.
>>
>>568917198
so what can you do with the electricity besides convert it back to RU?
>>
>>568924929
Not a whole lot ATM. You can light your base with the bulbs (They prevent mob spawns even when unpowered), heat basins, convert to/from FE, electric pumps, and electric trains.
>>
>>568924929
Honestly I don't even care about the actual electricity. The poles, transformers and power lines look so stinking good for industrial decorating purposes. What a based mod holy shit. The power lines in Create Additions were always complete shit (except the cute christmas light variant).
>>
>>568917198
what does this do that Create Power Grid doesnt
>>
>>568934190
It's a lot simpler in many aspects. Generating power is as simple as spinning the rotor of the generator, you don't have to mess with exciting the windings. There are voltage regulators for automatically regulating voltage so you don't have to make a circuit for that. Transformers are also a lot simpler to configure, you can just set the ratio directly instead of fucking around with copper wire and a cutter. Electricity in Electro Energetics can also deal damage. Plenty of other things too.
>>
>>568917198
>>568924929
>>568934190
okay so its WAY more simple to get a lightbulb turned on than with power grid, but yeah mod is missing a few too many tool tips and ponders could use some work.

when lightbulbs burn out that's it you have to replace the block, kind of annoying, or like with the heating basin it's basically a guessing game what the optimum volts are, or like the alternator rotor is the big interesting thing to look at but doesn't have a ponder you have to instead look at the alternator brushes, overall though i could figure most things without a video or discord check

i can't figure out how to remove wires either without replacing the entire block, too lazy to check discord

i do like that this one lets you skip nether bullshit because nothing required to get an electric heater going uses brass, though you need to make a transformer if you want any complex systems

the FE converter is also easy to use, like that it can go both ways on the same block so you can have your massive FE producing mod turn back into SU, also feels like the electricity generated is much better proportionally compared to powergrid which just kind of dumps in all the electricity at once

there's also an electric pump, think that TFMG had that but it's missing from power grid, also electric trains.

kind of would like some electrolysis to do hydrogen separation and aluminum production, for what? i don't know but it's something TFMG and higher industrialization tier mods do

there's also WAY more parts in here than power grid which i assume someone autistic knows what to do with all of, like in power grid you pretty much needed all the parts but uh, after further testing all you need is the high voltage switch and you're good to go but yeah no idea what to use a fuse or capacitor for
>>
>>568935517
You can fix bulbs using copper wire. To remove wires you can use an empty spool. Yeah, there's a lot that isn't explained like transformer cores can have their power rating increased by using transformer oil/radiator panels.
>>
>>568935517
Oh also I don't know why lightbulbs keep mobs from spawning? like the ponder deliberately says that, i kind of want them to only do that if they're on
>>
any recommendations for a mod that has alcohol brewing
>>
>>568936178
>>568848612
>>
>>568901660
>>568901693
like the front wings? i assume i can't change the back ones as they control the plane
will look into the actual propeller too though thanks!
>>
>>568935517
>>568935954
i guess the other comment i have is that unlike crafts and additions, you have to make a circuit with them.

apparently the reason they always ward off mobs is in the event of a short on your energy, but yeah i dunno doesn't feel as intuitive. would like if there was something like in C&A so it was easier to string lights down in a mine shaft and maybe those could have the burn out mechanic and the ones on a circuit can keep the no spawning rule
>>
https://www.curseforge.com/minecraft/mc-mods/clanging-howl/files/8175977

anyways, the Born in Chaos dev updated their other monster mod, who wants to test it
>>
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>>568938303
Yes, more wing equal more lift. Take uav's for example, they have tiny engines for endurance, but giga wings to make up for the lack of power. Too lazy to replicate your design but it looks like it'd just nose dive even with sufficient power?
also how do you roll where are the fucking ailerons
>>
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log by bolb :)
>>
>>568913691
can you post the Alex's Mobs one since that was just backported to 1.12
>>
Has anyone here ever played with the manametal mod ?
>>
>>568886791
>>568887056
This is very obviously a coin with a tree on it
>>
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lots of high quality education going on at the local maid academy
>>
>>568904580
I'm the guy forking SIA for private thing, I would be very interested to know what you'd change on a fresh server since I'm barely a day into mine and I don't think my other lads would mind big changes right now.
>>
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>>568940579
There's a great fucking plane. Mine's not quite so advanced, in fact it is the worst piece of trash that just cannot get off the ground. However we have proven this anon wrong >>568893008
Using a crane to lift a seaplane out and put it on the deck of a tender. 1920's style. God the thought just puts a massive smile on my face. On the islands it was enormously frustrating but in the sea you can have a bit of fun with this.
>>
>>568672814
>>568905737
Sorry man, I didn't lie to you so much as I forgot what version I'm on. I am using voxy over connector, just not on 1.21.1. on 21.1 I would suggest bobby reforged over DH, I don't know if bobby has lods but its at least less buggy than dh
>>568957289
what mod window
>>
>>568960984
Well mainly removing that unneeded terrain library mod that stopped big ore veins from generating. Disable finite water if you haven’t done so already. Tweaking island generation a bit more? Structure and loot table changes?
>>
>>568963935
What is the problem with finite water? hasn't really felt like an issue yet.
What would you change for structure generation, curate it more or just change how they spawn?
>>
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I finished the shell of the greenhouse. Tomorrow I will get to work on partitioning and furnishing it. I'll have to make culture vats for all the plants, and when it's finally full I'll put animals in here.

After that I will either get to work on the oceanological building, or maybe the enclosure for my first prehistoric reptile: the Postosuchus.
>>
>>568940579
that plane looks crazy
>where are the fucking ailerons
idk man as i said this was the first like <10 hours we've played of the mod, i copied this but it just does not lift like it does in the vid https://www.youtube.com/watch?v=kUxcPzcOXbs
i got brass earlier for the better propeller and will make more sails to make the wings bigger for tomorrow and see how it goes
>>
Anyone have any suggestions for offline mode authentication? Setting it to online mode is a no-go, and the mod harness I'm using is Forge.
>>
>gtnh 2.9 (daily)
>36 seconds from launch to main menu
???
can you even call it modded minecraft if it takes less than thirteen minutes to start up?
>>
>>568962492
>what mod window
it's just chiseled glass blocks with a curtain from heat and climate on top
>>
>>568968828
hard to get mine under 3 minutes
>>
>>568962492
aeronautics doesn't exist for 21.1 though???
>>
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>>568961487
Yeah cranes are cool as fuck. Loved them ever since trying out Spintires a decade ago.
I made webmrel a while back for rescue tisms but it used the ye olde Create gantry which was rather jank, and then one day the whole thing just physics exploded kek. This mod, Transmission & Linkage, has considerably better hydraulic stuff compared to that old slopcoded one some anons were using, gonna try remaking the entire thing with it. Also after recording this I noticed it has that flexible joint thing from Clockwork so you can transfer power across sublevels much more smoothly, was missing that in Aero
>>568965545
>ailerons are on the tail
What in the goddamn
Check this out instead https://www.youtube.com/watch?v=vpJVtXwHYCk
>>
>>568914912
A bit too extreme (I just dislike micro biomes that are too different with each other) but I can't take my cake and eat it with this topic, the consistency is key.
>>
>>568964784
Steam engines eat a stupid amount of water, and that can’t be tweaked down enough to make mobile steam engines viable.

The spacing of the islands is determined by datapack, and I was really just firing blind. I’m somewhat happy with how it turned out, but with more time tweaking multiple noise octaves, I could have obtained a more interesting island clustering pattern.

Originally I wanted to add a magic mod with loot that you’d harvest from dungeon and structure chests in order to progress that magic mod, with that being a main reason to explore. But I couldn’t find a magic mod that fit without being OP, plus anything with projectiles or coordinates is probably not going to work well with Sable. A few gun mods work with Sable now, but TACZ was giving visual glitches. I just added a simple musket mod instead, that might have been a mistake.

>>568968469
There was some sort of .jar file you use to intercept authentication packets in order to check ely.by or whatever. I’m just using no authentication and a mod so skins work, but I’m not too worried about griefing with account switching, I can always turn on a whitelist if I have to.
>>
huh pretty cool
https://www.youtube.com/watch?v=9kjwqUO1yeM
>>
*tinkers question*

can I put blaze blood on a normal smelter tank or it gotta be a foundry?
>>
>>568001350
witchwood wood
>>
Other Edge Chronicles fan
I tried out the manga you recommended but they seemed to be either unfinished or finished poorly
If you know of any other good stories about air adventures I'd like to hear them
Yours truly;
The other EC fan
>>
>>568934781
anon we're all autists here more complexity is a good thing so power grid is better
and itll be a lot better once the PG dev comes out with more devices come on whats taking so long with this shit
>>
>>568988634
Electro Energetics can be more complicated than Power Grid when the 3 phase ac addon releases. You'll have to deal with fun things like power factor!
>>
>>568935517
Seems like it'd be more interesting to play with later down the line when it matures a tad bit more. Something in the sweetspot between C&A and Power Grid could be exactly what I'm looking for.
>>
>>568990262
>AC
minecraft is literally incapable of having a fast enough tick rate to accurately simulate AC you dongus
>>
>>568992716
Electro Energetics actually suports micro-ticking. You just have to enable it and the AC content. (this was a thing before Electro Energetics had a formal release)
>>
https://www.curseforge.com/minecraft/mc-mods/aeronautics-no-horizon
>>
>>568993549
>chinese
you know better than this
>>
>>568993549
does the CCP forbid them from posting screenshots or something
>>
>>568993806
unironically yes
the great firewall of china explicitly forbids images of any kind, either incoming or outgoing
they did this because some 4chan memelords spammed the shit out of chinese govt and civilian sites with infographics about how much china sucks a while back
>>
>>568986743
Can’t remember what I recommended, but yeah that sounds right. The japs put all their mechanical creativity into mechas, leaving nothing behind for planes and airships or boats.
>>
Lads, I just realized with sable someone could release a golfing mod and I can make mini golf courses for the rest of my life in block game
>>
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Any suggestions on how to handle stone types?
>>
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anyone ever use Create: Resourceful Refinement ? this looks like it might be pretty good for my factorio dreams
>>
>>569008840
Wouldn't really bother with that myself. You're bound to get frustrated since they're pretty inconsistent. Also why not fold the bamboo in with the planks.
I don't know how these EMI folders work but could you make something like a folder for all SU generating blocks, so we can easily find better ways to power ships? Or is that not how it works and you'd just group together all the different colours of portable engine and that's it.
>>
>>569010185
The problem is that folders just show one item without a title, so it would be hard to see what’s behind it. Maybe that doesn’t matter, idk. That’s why I’m putting all wooden slabs together, as opposed to all oak derived blocks together.

The extra bamboo ones are that tiled bamboo, and the bamboo pseudo-logs. I guess I can add them, but because they have different recipes I’d rather not.
>>
>microshart servers shitting themselves means i can't play my modded block game
thank you technosatan
>>
I may have caused a crash chunk in aeroserb. Each time i join it gets killed. I would assume the same happens anytime someone would go near that island as well. Not sure why, i was just trying to make a rope pulley to get back up to the island should problems happen.
>>
Liquid chutes is out for fabric 1.20.1. If there's interest I might also port it for Aero although Utilitarian mod already has a fluid hopper which is pretty much the same thing. Anyway, give it a test! And see if you can cheese the 1 block distance restriction.
>>
>>569013313
Serb owner here. What coords? I'll log on and turn off server ticking.
>>
>>569013313
>>569014335
It's frozen now if you want to log on and see if it crashes.
>>
>>569014335
I dont have the cords but it's only one island away from spawn. I switch my name to go back to spawn and i triggered the crash just going off the dock.
>>
>>569013628
Yeah I'm already adding Utilitarian so the Liquid Chute isn't in high demand.

>>569013313
>>569015303
Found a reference to 153 238 -194 in the crash log, where I found a downard drill mechanism. Same thing that crashed it last time, try multiple drills super glued together instead? I broke your pulley and drill and placed them off to the side the problem, the server should be working now.
>>
>>569011075
That's fair, carry on. Not the most glamorous work but it'll be nice to not have 40+ pages of jei where you just can't find anything.

I noticed that you have super nerfed water wheels. Which is a good move but am I right in saying that now the portable engine is the only real compact SU generator? On the plane I needed a very small, very low speed generator for flaps (48 SU for 2 bearings), which it feels complete overkill to have a dedicated 2k SU engine or a dedicated rotational speed controller to hook it into main power. Also for the props, high speed power is needed. 2k SU into two props wasn't enough thrust, a long way off in fact. Obviously I can add more engines and a speed controller but I'm interested how you would approach this.
tldr I need:
> very low RPM, low SU for flaps
> high RPM, high SU for props
Do you have some advice for this? I've given up on the wooden/andesite propellers for now, it looks like those are just bait, unfortunate.
>>
>>569016497
>I noticed that you have super nerfed water wheels
It's just whatever Picky Wheels does by default. They work well, maybe even more than normally, when put in a river biome, but yeah they're not portable power sources of any real utility.
>the portable engine is the only real compact SU generator?
And diesel engines. In version 1.1 there will be additional portable engines too, including a half-power half-weight one. Generally I'd suggest that you use a single engine for the whole plane, though unless you're using a propellor bearing you'll likely find yourself stepping up the engine speed to use every ounce of power from that engine, leaving nothing behind for control surfaces. Even with the bearing, it may not be easy to tweak the propellor to use 90% of your power budget. Maybe I should bump that 2048SU up by another 128, that way you've got extra power to bleed off.

IIRC I nerfed thrust sources by a factor of 2 in my modpack though. Possible mistake.
>>
>>569016941
> IIRC I nerfed thrust sources by a factor of 2 in my modpack though
Lol. That would explain a lot. Also why the starter airships are so shit compared to what I see other people do.

Diesel engine not exactly early game and you're still only getting 4k / 6k SU at 96 rpm which is not really that much. But maybe it'll work. No need to tweak the portable engine if it's all just going to require 2 speed controllers anyway. The problem with speed controllers is the enormous block space they use, 2 blocks for the thing itself and 1-3 extra because the power is comes out at an awkward angle.
I'm interested in the extra engines for sure. Half power half weight is ok, the weight doesn't really matter I think but if it's also half fuel consumption that's very useful.
>>
>>569011931
how
that sounds entirely like a (You) issue
>>
>tfw have decision paralysis again
>tfw never have an easy enough surplus of power to be able to expand comfortably
>>
>>569017474
>No need to tweak the portable engine if it's all just going to require 2 speed controllers anyway
My assumption was that you'd tap off the engine without changing its speed for the flaps, then just step up the speed for the prop. And speed controllers? Analog transmissions or the Create Connected equivalent might be more compact.
>>
>>569016941
you nerfed stress, not thrust
>>
>>569018275
Ah analog transmission is a great shout. No you want to speed down for control surfaces ideally, this conserves power.
>>
>>569009259
I looked up that name a bunch of times but couldn't find it.
Are you sure you didn't accidentally shunt into our reality?
>>
>>569024925
Modrinth. Just came out 3 days ago looks like, super alpha version. I think it's similar to Molten vents but a bit more involved crafting system. Which is interesting, I like the idea of it, but as always you're going to have to put this on chunkloaders to actually make use of it. On a serb you're going to have to afk at the vent site util you get a train full of items to ship back to your base, kinda cool but a lot of effort.
>>
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The big chamber is complete. Now I have to go make plants for this place.
I have yet to figure out to do with the chamber at the end. I might use that for Diplocaulus because I don't have anywhere else to put those.
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>>569029178
> shaders
ew
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Speaking about Microsoft, is there a way to have a TRULY OFFLINE Minecraft install? Let's say I just want to connect to mossad's remote servers once and then keep the working result in a USB stick forever, then if I happen to reformat my PC, I can, without internet access at that specific moment, just import that shit into my launcher and it'll just work. As far as I understand, that's impossible, and MultiMC Instances always redownload some assets.
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>>569037060
It is possible. multimc and its derivative redownload assets, but if you know how, you can download the assets and libraries yourself, and then launch the game with a very very long command. A small custom python launcher would be the best solution, probably. Or something more fancy would be to self-host those assets, and just point multimc to your own local host. I don't know if this is possible with any multimc-like launcher.
The last solution sounds really cool, I will slopcode something that lets me slurp assets, libs, mod loaders, and serve them under the same API as microsoft. Will post on one of the threads eventually if I am satisfied with the result.
>>
>>569037060
>>569037846
Yeah that would be cool
Brute force solution would be a local proxy that redirects the microsoft requests to the self-hosted assets, but I think this would be a neat feature to directly add support for in PolyMC and forks (and very likely quite easy to add)
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>>569035930
I like his screenshots specifically because of the shaders
minecraft visual purism is a strange form of autism
>>
>>569037846
>>569038438
Hmm, the first step to do this "manually" (as in just a script that sets up everything locally from a previous working installation) would be walk through the directory structure and determine where the assets should be put on? And then rebuild the manifest so the launcher doesn't complain?
You don't even need to do much workarounds for OS support, you could run the resulting script with the Python interpreter builds of this autistic project
https://cosmo.zip/pub/cosmos/bin/
https://github.com/jart/cosmopolitan/blob/master/README.md
Has enough shit to curl and zip/unzip and move crap around
https://ahgamut.github.io/2021/07/13/ape-python/
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>>569040521
Cosmopolitan python is one autism layer deeper. For now I'll do it assuming no nuclear fallout happened.
Also, multimc forks support custom metadata urls, so that's a big win.
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giant milipede!!



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