Bee edition► 1. WELCOMEWe 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. NEWSAll 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 modslegacy.curseforge.com/minecraft/mc-modsmcmodarchive.femtopedia.demodrinth.com/mods>Useful CurseForge searchsuperstormer.github.io/cf-searchgreasyfork.org/en/scripts/464782-old-curseforge-please (script to automatically redirect to legacy CF)modpackindex.com>Optimization modssuperstormer.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 & Inspirationdrive.google.com/drive/folders/1UzkwnETunaxg6OomfyJ8X_TAQG4ruX51?usp=sharingimgur.com/a/JPif9imgur.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): 185.206.148.172:25573Evilcat (Sky of Grind, Forge, 1.20.1): evilcats.qzz.ioPrison Break Aeronautics Edition (1.21.1): 136.114.21.2 136.114.21.2/pack.zipSprockets, Islands, and Airships (1.12.1): http://34.42.129.221/ for server&packPrev: >>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 beeditionone jobI 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 wantbut...
>>567995386Ok 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.
>>567995962You can install GTNHRates to modify the rates if the time is too long for you
which wood is this, you guys?
>>568001350yes
>>568001350Those are leaves, not wood.
it's not much power, but it's honest power
sheeeesh
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.
>>568006370
>>568006585There 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
>>567997202What 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.
>>568005475Is this fagaxia?There's simply no need for this bullshitI also detest the fictional namesAnd I will hate the troon textures they are going to make for every planet
>>568007242Space 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.
>>568010642I don't know how it works for jarmodsBut 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
>>567999375MAWPC
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 interestingstill leaving an open question of what to do with some of the undesirable biomes like junglesdo 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
>>568025220just entirely drop those biomes. Doom & Gloom has a nice biome and ghost for horror purposes also add consecration
>>568015574Yeah 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 cottonyessuh, massa!
>>568028287funnily enough you will probably end up picking a lot of cotton in GTNH, it's a good source of wool/string.
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 fuckextremely gay how only the creative thruster can disable its exhaust
>>568031284Imagine showing this to a minecraft player ten years ago, they'd shit themselves
>>568031284Realistic MiG-23
https://youtu.be/IXtsJ_40Xrk
>>568034635I thought this was pretty well known, you can also use them to "teleport" items
>>568032268>TFW 1.7.10 was over 13 years ago
>>568030156with that cheat mod 6x6 patch is enough to pick only three or four times in totalless if you don't use animal traps
>>568032268>>568034370t-thanks
>>568039365sounds 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.
>>567985719OP are there any mods like SeamlessAuth for 26.1.2?
>>568027660>Doom & Gloomnot really the vibe i'm going for >Consecrationnot on 1.21.1, i do have the sunscreen mod though
>>567985719bees 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?
>>568050693I want it in my end.
>>568010642You can always give it a try and see what happens. How do jarmods work anyhow? Is that a pre-risugami thing?
>>568050693don't care about vanilla, they're a dissapointment every time
>>568058669vanilla 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.
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.
>>568050693The end of java so we can finally have a defined version for modding
>>568037572I 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.
>>568006972That 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!
>>568077226Nee, ik wil graag GTNH doen
Guntlemen, I've discovered why we no longer use belt drives as power lines in real life.
>>568077226I'm a euro so i got FILTERED
>>568077226Bros we are having a great time here lmao.>>568088147I'm also euro and my ping is perfect
>>568090602The falling island has joined the logs as a permanent feature of pathserb vacation island
>>5680412744 6x6 patches is not that hard or sophisticated or whatever, just more area and time spend on absolutely the same nobrain action
>>568088084suffah, bish
https://modrinth.com/mod/ship-trails-for-sable
>>568095584Love 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.
>>568099901It would be comfy to have a cruise ship commie base. Travelling between sporadic clusters of islands to mine dry of resources
>>568077226Is aero serb the "Sprockets, Islands, and Airships" pack in the thread header?
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.
>>568105440Yes, 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.
>>568090602Who is this demon>I'm also euro and my ping is perfectI thought it was hosted east coast US.
>>568107649West 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.
>>568106374I 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 mechanicas for why you want to encase a chute uhh so it can't be waterlogged? light level mechanics? I dunno
>>568106374Probably 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 mufflerAIIIIIIIIEEEEEE
>>568111442go get the maint hatch that makes the multiblock into a cleanroom
>>568111717Which is?
They're teaming up to keep me from that dungeon.
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
it only took 8 and a half hours but I've officially gone steel
>>568115834Just overpower them and then do some HMOFA mating
>>568115834bro???you're bow?????
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.
>>568128672It'd be more like HMOFF in this case.>>568129126Not 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
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.
>>568131372The A is standing for Animal in my caseNot that calling a dragon an animal wouldn't annoy it
>>568130401building gadgets is so GOATed
>>568146290does that aquaduct actually function?
>>568152060its supposed to be a road, not an aqueductI could run pipes underneath to transport water long distances so its like an aqueduct, though
>>568154000They look really narrow for a road tho
>>568156441yeah, 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
>>568103615Yeah 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?
>>568157002jenny mod
>>568157002ender storage
>>568157002Alex's Caves
>>568156864There 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
>>568157002Lycanites 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/tricksterhex casting without troonslop and retarded loot and advancement gatingwould love this on a serb
>>568160821
>>568160745can you just set spawm rate to 0
>>568162515what sect of society funds people to transition AND learn minecraft's engine to program Java mods
>>568156864>>568157879My 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 gamesocean worlds fall apart whenA) 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 blocksB) 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
>>568162656I 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.
>>568164209Sea cave are ultra creeppy compare to normal cave due too all the gray giant coral, transparent worm and the lack of light
>>568164209Mob 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?
>>568167634Nether 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.
>>568157002Flywheel
>>568160745I 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?
>>568168343If you know coding, you can potentially create a port of that mod with just the animal and nothing else.
>>568157002Ancient Warfare 2
>>568157002twilight forest
>>568106374Same 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
>>568162515it'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.
>>568170249Why 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.
>>568157002knightlib
>>568170249Turns out the best "girls who code" are actually men.
>>568170717I 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 modswhat 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
>>568175001magic 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.
>>568170249if 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
>>568175820fabric 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)>>568175973true
>>568170249being trans isn't the reason they contribute so muchits being a kissless hugless turbovirgin autist that made them good at coding
>>568058120The 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
>>568175001Botania? Astral Sorcery? who knows?
>>568156864I 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 stageOoh. 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>
>>568183897I'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 killit's over...
>>568175901> ae2is magic
>>568165949okay but surely you can imagine something that isn't minecraft cave>>568167634I 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 eitheras 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 shiplikewise 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 wandis magic>has a wrenchis techAE2 is tech
>>568175973so trannies are just we wuz kangz-ing tech now?
>>568157002emerald tools and armor
>>568191768>same caves I was looking at in high schoolHow 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.
>>568157002orespawn
>>568157002all of abnormal mods
>>568191859> AE2 is technoteleporting matter/energy is not tech
>>568198143Turning matter into bits and back into matter at one's desire is tech
>>568198246lol no
>>568198337You are retarded if you think otherwise
>>568198403you are retarded if you think so
>a mod about hyperadvanced networking isn't techGet this animal out of here
>>568196451negro 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 boxthe rest you can figure out from JEI
>>568191859>supposed ae2 enjoyer>doesn't realize AE2 has wands and staffshttps://appliedenergistics.org/ae2-site-archive/Entropy-Manipulator/index.html
>one day, for no reason at all, IE drill just suddenly refuses to intake fuel of any kind through any methodwhy 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 themJust another witchery remakeToxonyMalumDark HoursEnigmatic LegacyAbyssTechVampirismOathbound RelicsGoety
>>568207239Malum is pretty good, it's like Astral Sorcery but with souls. The theming is very Thaumcraft-esque
>>568189642qrd?
finally have a system that automatically fills and swaps out my camelpacks no matter where I am in the world
>>568204627When 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.
>>568208520lead developer left
I play with cave and cobblege disable so the world is filled with giant quarries every few chunks
>>568208525made 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™
>>568208827I remember watching Etho play mindcrackFond memories of watching that, back when modded was the purest distillation of soul the game ever had
Okay guys pros and cons timeI'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>>568209705pretty 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 changeyuck, fucking why.new theme reminds me a lot of modrinth but maybe that's just the new zoomer normalanyway, there's a dicksword link at the bottom if no one else can get you an answer
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?
>>568218857that's a modrinth pack file you open it via the modrinth launcher
>>568218857I'm guessing it's some form of launcher pack file? You can most likely import it into any launcher and I'll work fine.
>>568217453thanks! that link is like non-existent. alos i expected a way more populated server for how good that site is for me
>>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
>>568219689Go back to browsing the gore tag on deviantart...
>>568219980i am allowed to want to experience The Jungle (the 1906 book) in my block game
>>568146290Progress 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>>568198143Any sufficiently advanced technology is indistinguishable from magic.
>>568226271I 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.
>>568228619I 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.
>>568228619Arthur 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 realitywhy?>non-replicableso 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
>>568233326It's much better on the basis of not having the gigafaggot of l*x on top aloneit's also much faster and performant
>>568228619It was a literary metaphore that got streched too far by retarded Usenet idiota that then became redditors
>>568221059Set 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.
>>568228619What 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.
Now with flowers and shutters.Will start making some furniture and decor and then move my family in.
>>568233326Stop being a woman or post your cute cottage before asking about tech mods
>https://modrinth.com/mod/shine/gallerycute mod, shame it makes aero stuff fullbrightalso I hate how altitude and velocity sensors are limited to y320 and 50m/s, shits nowhere near enough for planes.>>568219689iirc neep runs fine with sinytra connector
>>568228619If 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.
>>568218857i just tossed it into polymc and it worked
/vp/'s pixelmon server is up if anyone cares. won't shill it beyond this post
>>568218857Yeah 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.>>568228619Any 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>>568231858Conversely, 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.>>568236816It’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.>>568243818Wait 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 yeahhttps://modrinth.com/mod/grapplemod-skybound
>>568247242Comfy! What mod adds those spice racks?>>568251452Wow 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>>568251135This may help:https://modrinth.com/mod/flyhigherIt addresses air pressure, but not sure about the altitude sensor.
>>568243624New 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 rackshttps://modrinth.com/mod/extradelightI'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?
>>568258758can i rape your daughter
>>568259439only if you want a yeast infection
>>568243624what skybox is that
>>568260020pixel reality atmosphereon 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 likesMan never have I seen a MC server die out so fucking fast. Legitimately everyone else quit.
>>568258758Through 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
>>568157002ender io
>>568157002gtnh
is there anything better/less bloatcore than terralith for some new biomes?
>>568263807Get better friends.>>568275860Nature’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.
>>568277143they 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
>>567985719Ok, you guys win. I'm playing the damn tech pack. Any tips before I start?
>>568280206>Any tips before I start?yeahdon't play the pack
>>568280206don't do it manpick a different greg pack if you really wanna
>>568280206Don’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.
>>568281316How 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?
>>568280206https://www.youtube.com/watch?v=ZyK2cTrLFRgjust change the stupid gravel/dirt
>>568280206you're not supposed to actually play gregtech, it's just a meme
>>568280206its the least fun you could possibly have
>>568259329> 115 meals> 92 desserts> 64 candies> 22 cookiesSocially 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 elsefuck this game
>>568279086It’s a nice mod otherwise. Especially the cypress trees. I want to make a “Saudi Edition” datapack that makes it halal.>>568290530I’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”.
>>568290914tfg
>https://www.youtube.com/watch?v=UxeTGoCQOrkPhoton but for lights
>>568290914gtnh
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?
>>568300121No 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.
>>568280206First, 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 themAt least the new caves are cool I guess
the lightsthe lights are always on
>>568290914GoG
playing modded minecraft again. Setting up a palaeozoology research centre :)posted a screenshot from the wrong gameHow a skyrim screenshot ended up in my minecraft screenshots folder is anyone's guess.
>>568303865yeah 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.
aw yeah
>>568314306The 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.
>>568315241Now I'm a real digga.Shame it duplicates redstone links when I park and unpark it.
>>568315292Don'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
>>568300121siadp 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.>>568315292I 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.>>568315443And a bridge to get it to the larger island.
>>568316154FYI 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.
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>>568317620I 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?
>>568280206Make excessA lot of excessIf you think you need 20 of something, it's a good idea to just to make 2-5x moreMake 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 possibleIf you need glue or rubber tack on a tinkers slime farmUse bookmarks, get familiar with bookmarking recipes as it makes life a lot easierIf 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
>>568279245Buildcraft-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.
shincolle
>>568322164Works 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>>568290914meant to reply woops
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.
>>568328095I was doing the transformer wrong, it works now.
>>568249346>not cobblemonhow stupid can you be?
completed me first e2e chapter :D
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.
>>568243818the entire feel here is NPC that wanders around and does shit just reskin your villagers and golems
>>568330458felt 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.
>>568334753Oritech 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
>>568091148you 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
>>568340327Yes 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.
>>568290914i wanna say LovelyRobot but i think some of them had eyes so it's not exactly the same feel
>>5682995311.7.10 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.
>>568333927okay since you're the only person i've seen fully do power gridis it worth it to run as a solo addonwhat the hell do you use the electricity foris it worth it to mechanically do in terms of create progressionwhat addons would you recommend with it
IT'S UPhttps://youtu.be/4Te06z8C44ohttps://modrinth.com/mod/no-mans-land/versions
>>5682995311.20.11.16.51.12.21.7.10
>>568354847>even more useless bloat nobody asked for
babby's first doubleronly killed myself once making it
>>568355978>anon kills himself on exposed wirebased IE
>>568354847sovl. The new supplementaries. Good shit anon.
>>568354847This is just going to be TFC 2 isn't it...
what is the minecraft equivalent of oskarslop?
>>568342390wow 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
>>568357573no
do i need anything to make create work with immersive engineering or so they dont interfere with one another?
>>568367903there's like one mod to have create's SU convert to FE for IEalso uh fucking almost unified or whatever so you don't have 2 zincsIE does kind of let you skip brass production
>>568368809good. 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 1.12I'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
>>568369269I 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 goodNothing that's made by alex is good
>>568369632Most things made by Alex are pretty good.
>>568319269Manually placed with saved schematics in creative mode.>>568340327Haven’t seen any lag yet. But I delete them when I see them and am already in creative mode for other reasons.>>568354847Aw man, more shit to tweak. Probably more overlapping with Supplementaries too.
>>568356279first death in 20 hours into my world toomy hubris was inevitably going to be my downfallI thought extra hearts would save me
>>568370043>>568370180fine, fine. I'll test it myself
I fucking love shaders
>>568369632alex mobs is a bloated laggy mess, I would never want to run it in a 1.12.2 environment.
>>568369632imo 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 likeI 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
>>568374460also catfish sucking up everything that drops in waterthey 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
>>568377294energium crystal
>>568372018which 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!!!!!!!!!!!!!!!!!!!!!!
>>568377294Just pour some resonant ender straight down my throat.
>>568368809thank you my sweet tulip ill look into these later today!
>>568377294pam's ploughman's lunch
>>568379494I 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
>>568196451Caves 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.
>mods are being backported to 1.12.2
>>568377294Suspicious stew made from a gourmaryllis.Pine nuts.Ambrosia cell.Ambrosium crystal / healing stone from Aether.>>568384764Yung’s Better Caves is in 1.12.2
>>568377294
>>568389509People 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.
>>568390775I know Modernized 1.12 is a growing community, but unsure if that's spawning the backports
>>568389509whats special about 1.12.2
>>568391226it is used exclusively by people older than 37. they aren't allowed to use any higher version
>>568391226was 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 collectiveoh 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>modjamit was kinda meh, only mod I liked from it was the Bandits, but it will probably remain unfinished forever
>>568391590there 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 needscifi / modern tech structuresfor 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
>>568389509Cool. Is there at least ONE worth using?
>>568393007Integrated 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.
>>568395026https://youtu.be/314Nm0h5ysQ?t=5
>>568395026the 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.
>>568377294I'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.
>>568391226last good version of heat & climate
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
>>568401458Have you considered writing a novel?
>>568402025I don't care much for libraries
>>568402025that'll just leave him with even less time to idle on the main menu
>>568402025Nta, but I have. My writing is pretty amateurish, feels very simplistic and almost dumbed down when I read back through it.
>>568393007Just go with something like storage drawers.>>568407221I 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.
>>568333927ah, a fellow based power grid enjoyerheres some tips1. 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 stable2. dont use rheostats, variacs are better in 99% of scenarios3. max amperage to generator coils is 6 amps. they will blow up if you pass this mark4. max voltage to electromagnet is 100 V. it WILL blow up if you pass this5. max voltage to batteries is 12 V. it will ALSO blow up if you pass this. but batteries suck anyway dont use them6. remember the formula W = V * R where W is watts, V is voltage and R is resistance. you can find any unknown number by maths7. 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.>>5683445681. YES2. motors, lights, basin heater (basin heater can get superhot without needing stupid cakes), and other stuff3. yes. takes a fuckton of copper though4. 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 resistanceAre you sure about this anon? Are we doing Ohm’s law or the power equation here?
>>568427071this is the power equationohms law is related but differentohms law equations are:V = A * RA = V / RR = V / Awhere v = volts, a = amps (or current), r = resistancewatts 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
>>568424172post 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 equationYou wrote W = V * R , not W = V * A or W = V^2 / R>>568430764Ok I'll write some more today instead of minecraft.
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-drugsterAnd 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.
>>568432808don'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>PomegranateCarrot 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.
>>568424172I 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 hoursDo you mean 24 IRL hours? Or 24 in-game hours (20 IRL minutes)?The former is insanely slow, the latter is insanely fast.
>>568437460geg
>>568431972I'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.
>>568377294wetware processor
https://www.youtube.com/shorts/6oRjVuPrg9c
Anyone know about how far away 2.9 is from release?
>>568430359have some fortitude anon>>568431089>>568435362it 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 reasonno i dont care if those two statements are contradictory
redid my ore processor wiring following yesterday's liveleak-esque electrocutionI 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.
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.
>>568228619Talk 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 focusThat’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 modswhat 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 yourselfalmost 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
>>568496919Create 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.
>>568496919anon 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 itthough 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 addonI'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 forpowering 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 progressionif you're willing to break your brain over real life electrical engineering to get it, sure.>what addons would you recommend with itTFMG 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>1I will make a smaller generator to power the big one. Makes sense to me.>2gotcha. Could you elaborate on their differences?>3good to know. The one in the screenshot there was running at 1.09 amps>4, 5cheers>6I'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?>7I 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)>8have 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>PFAAObviously they all have retardation (like GT5 circuit and voltage tiers lmao) but still.
>>568497836the 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, basicallyrheostats 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 yeta 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
>>568500862bad news anon its not a self sustaining system by itself. i speak from experience on thisthe 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 anywheredo yourself a favor and just heat that steam engine with some autofarm shenanigans
I just built you a new house two fucking days ago, lady
>>568502715accurate woman portrayal
>>568502715>audiophile
>>568497572>Create Garnishedim not seeing that on the page i can look into it a bit further i guessnot 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>>568497836all the powergrid stuff requires FE which means making a mechanical crafter for the shunt generator
>>568504572ree
>>568500634Supersymmetry
https://youtu.be/R6U85tIyIAE
>>568506626>gemslopcan't wait to see it on the bedrock store
>Witchery walled villages have been ported to a standalone modcan't stop winning
>>568512252for which version?
>>5685135451.12.2
>>568512252I 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
>>568514526I 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.
>>568514761Oh 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.
>>568516989Don'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.
>>568517428Can 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.
>>568517428I hate this trend so much. Serene Seasons basically being permanent winter with no adjustability comes to mind.>>568518120Yea, 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.>>568504572Ah 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.
>>568504823Yeah that's probably the right answer but the pack is barely half done.>EV mostly doneOh 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.
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?
https://modrinth.com/organization/lieonstudiosholy bloatit does look kinda good though
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.
>>568520875current 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
>>568525092
>>568524309>and already abandonwareImagine my surprise
>tfw mod has a really well made mob that you desperately want for your pack but installing it means making it severely more bloatedsometimes I wish I knew coding so I can alter the mod and extract the mob myself.
>>568512252why do uncs still cream themselves over witchery 15 years later
>>568525092You mean Create Tracked on 1.21.1? In my experience, the order at which you place thewheels really makes a difference.>>568539917Actually 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
>>568545390I'm literally using both. Connector is magic.
>>568546162Is using connector worth getting voxy, compared to DH?
>>568550440Not 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.
>>568520875That's looking pretty good! Tracked vehicles, and land vehicles in general seem of very limited utility on sky island terrain but go ahead.
>>568551680Yeah 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.
Plans for my compound:1. generator building2. workshop3. bio lab4. my house5. storage6. small land critter pens (tortoises and monitor lizards)7. unfinished greenhouse8. 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>>568501439ah, cheers for the explanation
>>568554690> I'd quite like to have a Mad Max modpackThere'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 regionsI 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.
>>568521315This 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 mapLike 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 boringI 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.>boredNot 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 buildingI 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).>>568558241Or just an nbt-based thing, all using the same minecraft:chest id, but with different auto-generated recipes.
>>568514975you 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
Either or? Both?Also rail grinding better be as fun as it looks.
>>568561008NeitherReject memeversionCome home white man1.7.10 is waiting for you
>>568558468I'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 >>568006370That 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 thatThe 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
the reactor slot looks like an empty swimming pool
>>568546162>>568550637might need to try out this. worried about performance though.
>>568567363The 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 anywaysnow 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 properlyi 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 themei 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
>>568558468from 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>>568561008gameplay>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.>>568576572sparse structure + feature recycler present?
>>568576908can 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
>>568569895if water not safe or potable why so clear?
>>568584623it's a swimming pool you retard, swimming pools are always clear but not potable
>>568586478>not potableThis shit looks immobile to you?
>>568587431do you know how fucking heavy water is
>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?
>>568590938how do you make it interesting
>>568587431did you just confuse potable for portable
>>568584623to see throughbecause not clear water has bad ions and substances that will damage equipment
>>568591802enforced roleplay
>>568551680consider: landing gear for airshipsconisder: airship/landship transformerit will need slightly bigger sky islands to be viable but it can be fun
>>568590419>not writing down notes everywherelearn to comment your base and you'll never have to fear a thousand hiatuses
>>568584623because there's 0.0000000001% contamination of random radionuclides
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
>>568597480Aaand 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.
>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 wayFor anyone who hasn't played gregtech: no epoxy processing isn't hard, it's like two precursors and maybe 4-5 steps in total
>>568599368it's kind of annoying if you don't already have oilproc running
>>568599830The 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).
set up a couple sifters to get rid of my excess dirt
>>568602736go find a saltwater chunk in the overworld and slap a pumpjack on top of iti 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?
>>568204627Get 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
>>568317080Heya, 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.
>>568300121I love paxiIts probably no mans land you need to find the mixed litter file in the config folder to make the animals normal again
>>568576137Structurify has options to force structures to spawn on flat land, lots of per-structure options.>>568594576The 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.>>568576908Two 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.>>568615278Yeah 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
>>568611743I'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>>568621524Also 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.
>>568621702yeah 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 outi'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 60it's been two months since aero dropped???
>>568625225aerotruck simulatorhttps://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.
>shooting mobs with chlorine gas doesn't do anythingminecraft is a serious letdown sometimes
>>568541947it's like 1 of 3 half-decent mods from the old dayswhat 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
>>568615278Ok 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.zipLink 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).>>568620394You can do it grouped by mod or structure-set too. Or even globally.>>568630078Cool. 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, rightYes. 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.
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.
>>568633606>not an enormous amountThe 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.>enginesOne 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.>>568635210You've misread their intentions, there's a space in the middle that they left for you!
>>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.
>>568637491>the poison effect from sitting in raw sewage does no damageon 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.>>568625225Can 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.)
>>568638137why would standing in sewage kill you
>>568632315Thanks 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
>>568638137poison doesn't kill you in vanilla. it takes you to half a heart and keeps you there
>>568645658Vanilla 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.
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.
>>568642993Okay 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.
>>568639518He's gonna actually do it in Minecraft one day.
>>568653386Oh 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 modNope.>Forget about tweaking anything steam n rails by handJust 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 sandWho 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.>>568661949Do 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.
>>568662549It 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)
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.
>>568662549Nah 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 ownIt'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 acquireShould 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 blocksI 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 lengthWhat should I set it to?>>568667453Yeah, probably right.
>>568668259Flying 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.
Aww, he's lonely.
Now they can be friends!
>>568669315>64Not 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 = 16It'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.>UtilitarianWow cool, there's no config to disable snad, obliterator it is
>>568671002Sorry 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.
>>568546162lying bitch. voxy doesn't have a 1.21.1 version
>>568672814How wrong. Check this out fag: https://github.com/j-shelfwood/voxy-neoforgeAlso the connector isn't too picky about versions it just werks.
First public snapshot of a small backport is available, Pick Up Notifiers for 1.7.10: https://github.com/JackOfNoneTrades/VintagePickUpNotifier
>>568389912They would probably taste like gummies for the few seconds you have left to live
>>568645671It doesn’t do any damage at all, is what I’m saying.
Early GTNH ore prospecting SOLVED.
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>>568391371The last good version is 1.7.10. But all them fags just obsess over create.
>F&A doesn't have a single species of ammonite plannedWHAT'S THE POINT IN BEING ALIVE
>>568690474Looks 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
>>568693653would be easier to diagnose if you told us what modpack
>>568377294Not 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?
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
>>568689792wait, that works? that's very funny
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.
>>568712102Maybe 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 Simulatorhttps://www.youtube.com/watch?v=3hmxtE7Q1Dw
please add Trickster to an Aeroserb with Sinytra, thank you
just a couple workstations. Can't wait to generate proper power
this thing isn't even human
>>568735610>>568712102It ended up being contuinity. It fucks with shaders somehow via some emissive texture setting.
>>568738005>>568625538well? fuck's the difference? snowrunner modpack using these and webmrel when?
>>568749478one requires you to enter commands manually like a caveman or linux user, the other seems to have proper items and menus
>>568750096It 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.
>>568753045how's the other one
>>568486481The Precipice music disc is really good, is like a rock version of Moog City
>>568541724That's how I feel about the Thrasher
>>568736796Good to hear. I’ve been busy tweaking. And also adjusting values in the datapack and configs.>>568739452All 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.>>568750096Are 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".
>>568760204Embers has great synergy due to More Create Burners. Ember powered burners is absolutely goated as fuck.
>>568774297It 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.
>>568760204I 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.
>>568771378Prominence 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.
>>568783321what's cobblemon
>>568782401I 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 badOn 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.)
>>568782043I 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.
>>568796673The 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.
the great work begins. One big generator, one small.
>>568801428what mod are the gennies from?
>>568760204I 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
>>568802325Create: Power Grid
engine and rotor mostly set up. I still need to get the water and lava pumps going.
>>568807439these 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.
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.
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.
>>568814352n/m pm'ed you the fix
>>568815679can't you just build a bigger resistor so it doesn't explode
https://youtu.be/bkYiMIOqtNslooks cool for builder-tists
>>568377294Healing Axe
the fall drop is>autumn forest with a new wood palette >abandoned tentsso 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
>>568818456the resistor is a single-block object and I can raise the resistance but that lowers output
>>568822486what pack?
>>568757159The 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 kekGives 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 contentwe can't stop winning
>>568832579>minecraft mods invented seasonsyou are this stupid and fat and gay
https://youtu.be/BIeFXRu0X9Q
https://streamable.com/ovqzsh
>drive setting of Tracks+'s suspension hammer increases the max speed of tracks and wheelsdamn I feel retarded for not figuring this out earlierthey're actually usable now, both on ground vehicles and as landing gear on planes
>>568822486oldversions eating good this year sending everyone back to modding
>>568424172I set up a smaller generator to avoid doing the self-excited thing, unfortunately it has resulted in a fraction of the outputThe little one puts out 0.30 mAmps and 0.57 volts to fuel the big one. They're both spinning at 256 RPM
>>568848251I forgot I had to make the little one self-excited.
https://www.curseforge.com/minecraft/mc-mods/fox-trot-brewmaid feet juice
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
>>568851395Change by No Man’s Land. I can revert it in 1.1 if you want, the resin is kinda tedious to get I guess.
>>568843378This 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.
>>568851198I went through and reorganised the cables and setup because it looks messy as hell. Now everything is properly colour coded.
>>568822486I 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.
>>568852202the 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.
>>568855732It comes from spruce and pine. Pine can be found around spawn latitudes, I’m building with it myself.
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.>>568852908Thanks. 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 infinitelyKill 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?
>>568843378What shadet is that?
>>568878938shader*
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%?
What's in the picture? You have 3 attempts.
>>568853467very nicealso 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 FUNNERYET THEY ALL SEEM TO HAVE NEW AGE AT THE SAME FUCKING TIIIIIIIIIIME WHHHHYYYYYYYYYYYYYYYYYYYYYwhy 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
>>568886791Do not open the picture btw, you can only guess by looking at the preview, the way it looks in the game.
>>568886791sapling/tree coin?
>>568886986how
>>568886791forestry coin
>>568886791Semen
>>568887442Game for children.
>>568884324These purpose built vehicles remind me of Empyrion: Galactic Survival
>>568887801Andrenochrome
>>568871739Modders 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.
>>568891828no they dont'snt
>first time playing aeronatuics>nose dive my plane into water cos i think i fucked up the controls how do i possibly save this
>>568892803cheat in the creative physics wand that lets you move it around freely to recover itdont worry literally every single person does this; the mod is unplayable without the physics wand
>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 objectsWhat a shame.>>568878938complimentary, euphoria patches and random settings>>568892803make a plunger launcherand a runwayand a bigass airship as a crane while you're at it
>>568892161You 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".
>>568893008it's a server with friends and im not the host... guess i'll have to try do some convincing tomorrow when they're awake >>568893578runway 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
>>568884324Trial 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>>568893918Plunger launcher, or just a rope winch and a hand crank.
>>568894689i dont have precision mechanisms yet so plunger is out of the questionrope winch would only let me lift it up vertically though too, right?
>>568894689I 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.
>>568895515The 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.
>>568896812that worked well! thank you!
>>568899362Man 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.
>>568900876turns 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
>>568901045make those stub ass wings twice as wide and itll be enough
>>568901045switch 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
>>568901693This 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?
>>568859000Man Das Boot was such a good movieI pretend the last 10 minutes of it do not exist because it's retarded
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.
>>568904008GTNH NEI has folders tooIt's great, 34 NEI pages with all of them collapsed149 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
>>568902823>Which are pretty much the same cost as wellWell 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.>>568904150I'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.>>568904535This is basically a modpack making general half the time, old versions already have modpacks made for them.
>>568904535le true scot face
>>568904580GTNH folders things quite aggressivelyAll 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 generationSatisfying my autism is more important than slight performance increase
>>568904743>Satisfying my autism is more important than slight performance increasejust throw that shit into claude and ask it it to make it work with fast noise
>>568904715That 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.
>>568905032Expanded the ingot folder...It is more than one page
>>568673021connector doesn't work and this repository doesn't build.
>>568673021isn't the original Voxy mod ARR?
>>568905737yeah 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
>>568907514calm down lexxie
>>568891828They want to flex by beating unfair imbalanced mobs
Stumbled into this random steampunk/ww1 mod that adds tanks and modifiable rifles. It looks promising, so I'm going to check it out.
>>568913691um 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 biomesWhich one please, I'm so sick of the 10 blocks wide Lush caves that creep on the surface.
>>568914267No. 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.
>>568914762https://modrinth.com/mod/biome-cleaner
>>568913060the 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-energeticswho's ready to test the release
>>568907653fabric mogs
>>568913060link? When i google that I get a totally different mod with the same name from a troon
>>568920228https://www.curseforge.com/minecraft/mc-mods/immersive-mechanic
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.>>568914874thank 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.
>>568917198so what can you do with the electricity besides convert it back to RU?
>>568924929Not 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.
>>568924929Honestly 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).
>>568917198what does this do that Create Power Grid doesnt
>>568934190It'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>>568934190okay 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 checki can't figure out how to remove wires either without replacing the entire block, too lazy to check discordi 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 systemsthe 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 oncethere'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 dothere'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
>>568935517You 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.
>>568935517Oh 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>>568901693like 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>>568935954i 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/8175977anyways, the Born in Chaos dev updated their other monster mod, who wants to test it
>>568938303Yes, 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
log by bolb :)
>>568913691can 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>>568887056This is very obviously a coin with a tree on it
lots of high quality education going on at the local maid academy
>>568904580I'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.
>>568940579There'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 >>568893008Using 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>>568905737Sorry 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>>568957289what mod window
>>568960984Well 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?
>>568963935What 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?
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.
>>568940579that plane looks crazy>where are the fucking aileronsidk 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=kUxcPzcOXbsi 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 windowit's just chiseled glass blocks with a curtain from heat and climate on top
>>568968828hard to get mine under 3 minutes
>>568962492aeronautics doesn't exist for 21.1 though???
>>568961487Yeah 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 tailWhat in the goddamnCheck this out instead https://www.youtube.com/watch?v=vpJVtXwHYCk
>>568914912A 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.
>>568964784Steam 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.>>568968469There 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 coolhttps://www.youtube.com/watch?v=9kjwqUO1yeM
*tinkers question*can I put blaze blood on a normal smelter tank or it gotta be a foundry?
>>568001350witchwood wood
Other Edge Chronicles fanI tried out the manga you recommended but they seemed to be either unfinished or finished poorlyIf you know of any other good stories about air adventures I'd like to hear themYours truly;The other EC fan
>>568934781anon we're all autists here more complexity is a good thing so power grid is betterand itll be a lot better once the PG dev comes out with more devices come on whats taking so long with this shit
>>568988634Electro 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!
>>568935517Seems 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>ACminecraft is literally incapable of having a fast enough tick rate to accurately simulate AC you dongus
>>568992716Electro 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>chineseyou know better than this
>>568993549does the CCP forbid them from posting screenshots or something
>>568993806unironically yesthe great firewall of china explicitly forbids images of any kind, either incoming or outgoingthey 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
>>568986743Can’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
Any suggestions on how to handle stone types?
anyone ever use Create: Resourceful Refinement ? this looks like it might be pretty good for my factorio dreams
>>569008840Wouldn'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.
>>569010185The 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 gamethank 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.
>>569013313Serb owner here. What coords? I'll log on and turn off server ticking.
>>569013313>>569014335It's frozen now if you want to log on and see if it crashes.
>>569014335I 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.
>>569013628Yeah I'm already adding Utilitarian so the Liquid Chute isn't in high demand.>>569013313>>569015303Found 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.
>>569011075That'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 propsDo 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 wheelsIt'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 thoughLol. 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.
>>569011931howthat 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 anywayMy 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.
>>569016941you nerfed stress, not thrust
>>569018275Ah analog transmission is a great shout. No you want to speed down for control surfaces ideally, this conserves power.
>>569009259I looked up that name a bunch of times but couldn't find it.Are you sure you didn't accidentally shunt into our reality?
>>569024925Modrinth. 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.
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.
>>569029178> shadersew
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.
>>569037060It 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>>569037846Yeah that would be coolBrute 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)
>>569035930I like his screenshots specifically because of the shadersminecraft visual purism is a strange form of autism
>>569037846>>569038438Hmm, 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 projecthttps://cosmo.zip/pub/cosmos/bin/https://github.com/jart/cosmopolitan/blob/master/README.mdHas enough shit to curl and zip/unzip and move crap aroundhttps://ahgamut.github.io/2021/07/13/ape-python/
>>569040521Cosmopolitan 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.
giant milipede!!