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File: 1765194383279537.jpg (1.92 MB, 2560x1361)
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Creeper edition

► 1. WELCOME

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

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

► 2. NEWS

All Mojang accounts have been killed. Use links below to keep playing the game without a M$ account.

► 3. USEFUL LINKS

>Play modded now!
polymc.org/download/
prismlauncher.org/
github.com/FreesmTeam/FreesmLauncher (pirate-friendly fork of Prism)
github.com/antunnitraj/Prism-Launcher-PolyMC-Offline-Bypass (M$ account bypass for Prism)

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

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

>Optimization mods
superstormer.github.io/useful-mods/

>1.7.10 server authentication option (Got shafted by M$? You can still [multi]play!)
github.com/lubinacourec/SeamlessAuth

>Ideas, Albums, Resources & Inspiration
drive.google.com/drive/folders/1UzkwnETunaxg6OomfyJ8X_TAQG4ruX51?usp=sharing
imgur.com/a/JPif9
imgur.com/a/2fz8MBt

>General FAQ (read this before asking for mod making guides, where to download shit, etc.)
pastebin.com/DkLVCD3k

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

>Alive /mmcg/ servers (Do you have a server up? Add it to the OP! Having trouble joining in? Check out the Resources pastebin!):
PathServ (ToxicJungleSerb, Fabric 1.20.1): 185.206.148.172:25573
Evilcat (Sky of Grind, Forge, 1.20.1): evilcats.qzz.io
Prison Break Aeronautics Edition (1.21.1): 136.114.21.2 136.114.21.2/pack.zip
Sprockets, Islands, and Airships (1.12.1): http://34.42.129.221/ for server&pack

Prev: >>567985719
>>
>>569095714
So what actually IS the best magic-focused modpack around these days?
>>
>>569095894
The idea of a pure magic modpack died a long time ago, I think magic modpack's fate were sealed when create became the hot thing to put into literally every modpack, the creator of THE mainstay magic mod for years going MIA certainly also didn't help
I don't have a clue really, most magic mods are just obfuscated tech mods
My best bet is some pack on an old version like 1.7.10 that's benefitting from the continued development of everything that GTNH brings with it
>>
>>569096517
>GTNH
You already tried this one, anon.
>>
>>569095894
I have no idea how good it is but there’s a 1.12 Cleanroom Thaumcraft pack with some newer addons. There’s also a Cleanroom mod to make that Witchery port work a little better, if that’s your thing.
>>
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So what serbs are youmst people playing on?
>>
>>569096817
>playing on serbs
thats a good one
>>
>>569096710
No.
GTNH is keeping a lot of mods and addons that were abandoned on that version updated, and since they're all FOSS people can use those to make packs
What I mean is a magic pack using all the life GTNH gives the 1.7.10 modded ecosystem to be more than just every mod's last version from 2015-2017 thrown together
>>
>>569096817
Sprocket, Islands and Airships
I'm trying to make a hoverbike, it's a lot more finicky than the ponder makes it out to be.
>>
>>569096817
My own serb
That's 2 feet away from my
Run on my homelabnasthing
>>
>>569098925
isn't the serb down right now?
>>
>>569096817
I've been playing xcom and rimworld lately, sorry bub
>>
>>569088689
What do you want from your magic? Building conduits and alchemical machines to further your arcane inventions? A blank canvas to craft unique spells as you explore a mostly vanilla world? Battles with arcane monsters and dungeons, using magic loot and tamed monsters to empower yourself? An aesthetically motivated magically augmented building experience? Techno-magic mad science?

Also Blightfall.

>>569098925
Sorry for removing the stabilising gyroscope, I may enable it if there’s demand.

>>569099880
Wait really?
>>
ANON'S FOOLPROOF AND 100% ACCURATE AT ALL TIMES METHOD TO IDENTIFY TRUE MAGIC MODS:

if it features automation as a 'thing' (such as botania), then its not a magic mod; its a tech mod disguised as a magic mod
if it has some form of routing system such as 'relays' to transport (insert vaguely named source of magic power here, AKA source from ars nouveau), then its not a magic mod; its a tech mod disguised as a magic mod
if it depends on a central resource that must be farmed through reliable, repeatable methods (especially ones that can be automated) such as blood from blood (((magic))), then its not a magic mod; its a tech mod disguised as a magic mod
>>
>>569102478
>blightfall
>version 1.7
lets try finding something good thats from this decade anon
version 1.7 launched in 2013
>>
>>569105769
so there are no true magic mods then
other than turning dirt into diamonds one
>>
>>569105769
>automating koboldite mining
witchery confirmed tech mod
>>
>>569105769
>no automation tools
>no routing
>no reliably farmed resources
IntangibleGODs....we fucking won
>>
for someone new to expert packs that wants something to slowly chug through while pausing to do things around the house on the weekends and also doesn't want a pack that's bloated with additions, is the GTCeu Modern any good?
>>
>>569105769
Magic and tech are aesthetic categories, infrastructure, exploration, research, combat, and farming are gameplay categories.

>>569105887
1.7.10 is still the best version for magic mods.
>>
which of the tranny oldschool Minecraft mods (BTA, ReIndev, other ones I forgot) is worth trying? I feel like all of them tend to add blockbloat like modern versions
>>
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veri balance sexo troll fiziks powergen by Transmission & Linkage
>>
>>569112749
mind broken mfs will look at shit like this and still think "i want to play a 1.7.10 pack for the 500th time"
>>
>>569095714
What are your current favorite packs in general?
>>
>>569106671
correct
>>
>>569113582
I like dokucraft and jolicraft.
>>
The RPG series mods don't all work for 1.20.1 so I guess I'll update to 1.21.1.
>>
>>569105769
>mod can't be automated at all
ewwww
>>
Finite water has some funny interactions with Aeronautics. If you turn your ship into a contraption while in an ocean biome, the infinite water gen will still work if you fly it onto an island.
>>
A propeller bearing with 12 sails spinning at 128 RPM requiring 3 portable engine is a bit too much imo. This abomination can't even take off
>>
>>569127053
Pfft, it was never meant to work in the first place I guess.

>>569127207
Ok fixed wing planes are one thing, but you can’t complain to me that your coal-powered tiltrotor isn’t taking off. I added diesel engines for a reason.
>>
>>569127207
you arent stacking your propellers anon
>>
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>>569066373
Ok SIA crash kinda fixed. Looks to be this issue:
https://github.com/Creators-of-Create/Create/issues/10218
It's going to be fixed in 6.0.11, but that's not out yet. The guy reproduces it by putting an item directly under the drill:
>Managed to reproduce by building this setup, teleporting some items to exactly in the middle of a block under it, then placing a top-half slab as the drill was moving down
I'm guessing you can avoid this by putting a barrel on your drill-ropes so all items go in there. So please do that going into the future.

No clue why it wasn't restarting the server properly though. Sorry for the wait guys, I've been working long hours.
>>
>>569105769
PSI, Hex, and Trickster are the ONLY true magic mods. If you don't have the autism to sit and ponder runes for hours to perfect your spells, you are NOT a wizard.
>>
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Looking for a mod that adds a raft. The search engine isn't very good.
This is the only one I've found but I don't like the model.
https://www.curseforge.com/minecraft/mc-mods/just-a-raft-mod
>>
mods for this feel?
>>
>>569145289
kyscraft
>>
anyone have any tips for setting up lampposts with Create: Power Grid?
Long distance transfer of course requires iron wires and high voltages, which burn out the bulbs. I could use a transformer but it'd probably burn out or explode
>>
>>569147936
underground cables with transformers for groups of posts, use resistors to protect them
>>
>>569148014
oh yeah, that is a good idea
>>
>>569147936
i don't have tips, but how does this even work? does chunk loading need to be worried about with this sort of stuff? i've been curious to mess around with it, but i've always been concerned about having big sprawling factories in mc not because i don't have a beefy computer but because of having to remember to put chunk loaders everywhere lest something catastrophically breaks to the point of, say, requiring a world reload
>>
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>>569148276
The chunk with the generator needs to be loaded to generate power. I don't think it matters much for the cables.
>>
>>569145289
did this guy ever release that underwater moderino
>>
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Everybody asks for mods for this feel, but no one asks how he is feeling
>>
I think that if your lightbulb is getting negative voltage it should actually start making things darker
>>
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Is there a good 1.21 worldgen mod that completely removes ravines? Fucking hate them
>>
>>569150908
Negative voltage is still positive energy
You might be thinking of negative amperage
>>
>>569152149
works too, a darkbulb please
>>
>>569152129
have you tried watching where you're going? their entire point is to have unexplored area traversal not just be "hold W".
>inb4 i hate the big ones because they're ugly
just fill them in with a top layer if they're near your base and call it a day
>>
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redecorated the workshop and redid the electrical setup
>>
>>569152889
You are a presumptuous (and useless) nigger, you know that?
>just fill them in with a top layer
I am not wasting any more of my time on something like this
>>
>>569152889
>hey does anyone know a cake recipe
>why would you want a cake recipe?? eat pies!!!
>>
>>569153304
what mod
>>
>>569155589
Create: Power Grid, as well as Create: metallurgy for the refinery you're looking at there.
>>
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>>569145289
I have been banned numerous times on their discord for asking too many questions and stating my own opinions that hurt their ego.
>>
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draining a flooded cave but keeping the water so I can use it later.
forgor pictcher
>>
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>>569102478
>Sorry for removing the stabilising gyroscope, I may enable it if there’s demand.
Aw that's okay. I have slapped together something that actually hovers. I was able to stabilize it by just adding a bunch of sails for drag
It still needs a lot of work, turning that bottom assembly only kind of steers and mostly just flips the craft completely over
>>
bruh
>>
>>569162041
I don't have functional steering yet which is a big need since I want to ride this thing around the nether. This one flies and doesn't flip! I guess my last design had a center of mass issue as well
>>
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>>569168109
Oh right, a picture
>>
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Did they HAVE to make the binnie machines work at a snails pace?
I can go for a fucking walk and come back to 3 larvae being upgraded to fastest worker
>>
>>569174274
GTNH right? Isn't the solution in that pack "just build more parallel machines lolmao"
Like how early game steel takes five minutes per ingot or some shit so you gotta gather twenty stacks of clay and sand to be able to actually smelt enough steel to progress. Seems like same shit
>>
>>569177815
You're supposed to get a mob farm as early as possible so you can macerate all the infernal drops and get all the steel you need
>>
>>569147936
admittedly this isnt an area in which power grid excels. to do it effectively, you have to make a subnetwork with a lower voltage using a large transformer to step down from your main HV line, then string the lights with that. you can get a fair distance before making another subnetwork with a step down. other than that, there is no way to just wire lightbulbs to a HV wire, it will blast them to bits

a 2x2 transformer can absolutely handle a stepdown from 5,000 v to 120 v though

>>569148276
>>569148389
individual lines dont need to be chunkloaded. only the power generator and the power consumer do
>>
>>569174274
I told you, dumbass. You can world accelerate it, but it's easier to breed bees the normal way with WEs
>>
>>569177815
GTNH is designed specifically to waste your time and force you to have a bare minimum of 12 of every single processing machine
>>
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>playing e2e
>finished immersive engineering chapter
>started working on mekanism
>struggling with power gen from thermoelectric generators
>spend like 2 hours getting shit together to set up squeezer, refinery, and diesel generator
>just about to start setting them all up
>realize I could have just made mekanism wind generators 2 hours ago and been done with it
>>
>>569178323
Nice tech modpack you got there
>smelting iron ore with carbon and alloy impurities? nah, spawn magical mobs and grind them for steel out of thin air instead!
>>
>>569178917
It's more effort than it's really worth at this point
I'd have to make the damn WA's and drag some actual power over
>>
>>569152129
Ravines are trivial to disable in the advanced world generation settings.
>>
>>569181447
Wait until you hear about meteors
>>
>>569178323
>>569181447
i firmly believe that any mod or modpack that suggests, depends on, or uses a mob farm as an optimal strategy is objectively a bad mod/modpack
>>
>>569182515
This, but also any easily scalable automatic infinite resource printers.
>>
>>569155652
the wooden braces as well?
>>
>>569182515
is vanilla a bad modpack
>>
>>569182515
This actually makes for great modpacks
>>
>>569182756
no because while you CAN set up a mob farm in vanilla, you dont have to and unless youre manufacturing huge amounts of fireworks for vanilla pvp elytra gliding bullshit, you dont need a mob farm for anything

>>569182829
no

>>569182691
yes
if you do something clever to make an infinite resource printer thats fine but if its just a block that shits out infinite X then thats cancer
>>
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I love Postosuchus. A croc that was T. rex before T. rex.
>>569182727
that's just vanilla create
>>
>>569182512
I know anon. But hey at least those involve actually processing ore properly, it just magically spawns the ore.
I do like nomi's microminers but it's not exactly hard science either, and ultimately any method of infinite ore generation is going to be somewhat wacky because infinite ore does not normally exist from a technological standpoint (unless you make Factorio-like veins). I guess bedrock/void mining is the closest thing you could get to plausible ore generation.

>>569182515
This, however, is absolutely true.
>>
Had another look for weapon mods for the star fox on-rail shooter map I worked on a couple weeks ago. This one seems like it could fit well: https://modrinth.com/mod/create-railgun
Air War didn't really work on my ships and big cannons is too complicated for me.

Also I found this which could make moving enemies a bit easier to make. Can just put them on a gantry instead of phantom rail with ferronautics which is janky as hell. https://modrinth.com/mod/create-aeronautics-physics-gantry
Alternatively there is this one: https://modrinth.com/mod/linear-bearing

It's really great how much stuff is coming out for aero. It's the new modded golden age boys.
>>
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Any Chromaticraft player to help with the Memory Crystal puzzle?
>>
>>569190642
what're the rules?
>>
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>>569191617
I'm having a very hard time finding clues online. In Chromaticraft there are 13 Data Towers. One is around 0 0 coordinates, the other 12 are spread very far away from that tower. When you activate the towers you get a Memory Crystal for each tower, and this is the UI when you right click one of them after activating all 13 towers. There are 13 empty hexagons, you can move them by clicking on the edge of another hexagon. Hexagons lit up when they are around other specific hexagons, otherwise they don't lit up. I think the goal is to lit every hexagon, and have al 13 empty hexagons placed according to the coordinates of the Data Towers.

1 : x-1992 z1592
2 : x-21032 z24200
3 : x-6472 z26792
4 : x8072 z29384
5 : x17592 z18072
6 : x27112 z6776
7 : x22088 z-7128
8 : x17064 z-21016
9 : x2504 z-23608
10 : x-12040 z-26200
11 : x-21560 z-14904
12 : x-31080 z-3592
13 : x-26056 z10312
>>
>>569192114
what is the point to all of this shit
>>
>>569192215
It's a puzzle, Chromaticraft is full of them. From what I've found online the reward is some kind of Rosetta Stone to translate the alphabet found in Chromaticraft structures.
>>
>>569192341
let me rephrase
what is the point of solving the puzzle
what do you get
what does it do
WHATS THE POINT
>>
>>569192463
solving a puzzle is its own reward

>>569192114
do all the memory crystals give that same layout? i genuinely can't tell which of them are lit up and which aren't in the image you posted
>>
>>569192802
You get a new puzzle if you log out and log back in. In this picture all hexagons are lit up and the 13 empty hexagons are in a position I thought was the correct one
>>
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This isn't that either
>>
>>569193759
i'm guessing having them centered and one row further in isn't it either? can you put them anywhere in the towers?
>>
>>569194032
I have no idea how the coordinates translate to this stupid hex grid, too many possible combinations and I also have to lit all the hexagons if I move something. Unless someone who knows this puzzle can help with it, I don't know how to solve it without harassing Reika himself
>>
>>569153685
>>569154658
https://www.planetminecraft.com/data-pack/no-more-ravines/
>>
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>fulgora dimension mod x crate analbiotics
>giant piles of random blocks as scrap, pre-honeyed
>bores/drills either have a chance to destroy non-natural blocks and/or painfully slow
>only way to safely deconstruct artificial blocks with a contraption is to use a big ass power hungry machine
Would youmst play it?
>>
>>569200123
I only read the last line but isn't that just blightfall but shit
>>
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>>569200321
Read the whole think dikshit.
>>
>finally break into a decent cave
>iron pickaxe is about to break
>not enough wood to get more charcoal and don't have any coal
>remember i have 2 moss and a bunch of bones
>bonemeal the moss and get some azalea bushes
>bonemeal the bushes
>suddenly trees
god i love having such a massive fucking brain i'm so fucking smart
>>
>>569152889
>just fill them in with a top layer if they're near your base and call it a day
my autism doesn't permit these half-measures. I like to use the fluidic plenisher from mekanism to spam liquid concrete source blocks inside of ravines and THEN put a thin layer of dirt over top.
>>
neat, fuel doesn't feel like it'd last long enough tho
https://www.youtube.com/watch?v=nKlS7zKX7gI
>>
>>569205426
Considering you can make a double chest worth of charcoal blocks easily it all just seems pointless.
>>
>>569205674
okay, how would you fix the fuel issue? it should strike a sweetspot between it being cumbersome to stock in high quantities, ease of production and how long does it last, right?
>>
>see recipe that generates a ton of power
>it requires nuclear fission reactors which has been mostly useless
>have millions of thorium
>set up a chain to produce the plutonium needed
>find out fission is getting phased out in a future update
Good thing I'm not gonna bother updating star technology anymore. Fuck this pack and it's break everything patches.
>>
>>569207426
I was right at cusp of nuclear when I burned out of the pack, part of it was how much of a hassle it was keeping up with power. Fission looked like a fucking black hole, 2M eu over 15 seconds and that was the BEST fuel, of the 3 available. You could put in parallel hatches but that just quadruples++ the fuel cost too. My gas turbines with shellite were doing almost as much and they only get better from there (but I hated turbines too because if you accidentally forget to replace the rotors whoops your base is now out of power).
Anyway, when I briefly thought about getting back into the pack I started looking at the panels. They're stupidly expensive but at least they're passive, no maintenance, and upgradeable.
>>
>>569208448
>numbers numbers
Correcting myself, it was 2.5M for thorium, and 5M for HEU (which you directly process 1:1 out of depleted thorium), but again still only for 15 seconds each, which means a measly 8k and 16k EU/tick, where shellite gas turbines on nitrobenzene are 36k/tick. So even though my numbers were low it still sounds like a waste of time to try it just for the power.
>>
So oritech helps with the initial mining and yes I do have FTB ultamine one but this was pretty enjoyable ngl, time to fuck around with the rest of the pack because finally have some power

really do need some kind of conversion info for the alternator though, but yeah way more fun than power grid and still feel like i'm solving a problem unlike C&A
>>
>>569211224
>FTB ultamine
is that bad
also what pack
>>
>>569211224
https://github.com/george8188625/Create-Electro-Energetics/blob/1.21.1/conversion.md
>>
>>569211746
thankie nonny (of course should be in game but take what we can get)

>>569211513
https://files.catbox.moe/c9h0ty.zip

Just a casual pack, nothing too serious, theme is only modern/futuristic tech mods, has a couple of structures and ruins, playing this while working on the horror pack (which is going well by the way)
>>
>skyserb 1 dead but has electricity and CCTV cameras
>skyserb 2 liv but no electricity or CCTV (I must put spy cameras in women's dressing rooms or I can not play)
>>
>>569213607
which is which
>>
>>569213856
Skyserb 1 is prisonbreak ERP (skyserb prime)
Skyserb 2 is the other skyserb (true skyserb).
>>
>>569214236
>ERP
is this a joke or are anons really erping with each other in mineyman
>>
>>569216380
We'll never know because the serb's dead.
>>
>>569211513
oh the other thing about FTB ultamine is that it trivializes early game resource gathering, like yes it's technically a conversion that's just meant to save time but being able to perfectly carve out tunnels that dispense the resources clumped together in front of you is a bit too convenient

i think it's fine any time the point of the mods is "you must burn 100 iron, copper, and gold before you can have fun with the mods"
>>
>>569213607
I may add electricity to the pack, but only if the electricity serves a purpose inline with the pack theme. Ion engines are probably too futuristic, and not enough on their own. Metallurgical arc furnaces, battery-powered submarines, and electrolytic hydrogen lifting gas production would be worth adding electricity for sure.
>>
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It may be a very lazy build but at least there is now an elevator at the aeroserb spawn island. Should help those that instantly fell off trying to get into a boat or something.
>>
where are the good nuversion mods?
where are any nuversion magic mods?
i don't want to just keep playing what is essentially the same toymy i have since 1.6, and nobody wants to shill anything but create anymore
>>
>>569218948
I am once again asking you to consider Trickster, the potential for magic propulsion is insane
>>
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>>569218948
>serves a purpose inline with the pack theme.
https://www.curseforge.com/minecraft/mc-mods/createaddition
Also shaders when?
>>
>>569223265
What would you actually do with the generated power? Would it have any utility specifically related to airships?

Man now I want to try making a world with Lost Cities, and a modified sea level that covers almost all the buildings, and to sail about on tugboats while hauling salvage. Not sure if that’s possible though.
Also seaplanes.
>>
>>569224135
>What would you actually do with the generated power? Would it have any utility specifically related to airships?
Electric motors mein nigga.
>>
>>569224453
>batteries are so fucking heavy that the thing cant lift off
>oh also it runs out of power in like 30 minutes max
theres a good reason that real life aircraft arent electric anon
>>
>>569222568
>requires fabric
too bad tell the dev to stop being a pansy ass faggot twitter fairy and make a neoforge version
>>
>>569226182
works well with Sinytra
>>
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Dragon slayer
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>>569229597
He's still green in this reptile business
>>
why the fuck does no website have a time addition to download filters???????????????
like i want to search curseforge for the most downloaded mod within a week. or a month. or some other arbitrary but designated time frame
BUT I CANT WHY CANT I THIS IS BASIC FUCKING SHIT
>>
>>569229269
The pack is unstable enough without Sinytra.
>>
>electro energetics fag will not shut the fuck up
>download it to test it in an otherwise blank world
>extremely simplified babby mode electricity whose motor has no upper limit on incoming voltage or amps meaning you can easily shit out a 1:1.5 step up with a transformer and get more SU out of it than you put into the alternator (and you dont have to manage power to the stators either) and make infinite free recursive SU and electricity
>and if thats still too much for you, it has a magic box that just sets voltage to what you want it to be period

no wonder that moron preferred it, this mod is dogshit, unbalanced, fails to portray actual electricity and has no challenge to it
>>
>>569162041
Didn't know the encased fans with the ground-effect attachments could point sideways, is their thrust the same as pointing down? For more stability, the jets could be further apart, that way when you roll, one is significantly closer to the ground and provides a righting force.

>>569240614
As much of an electrical autist as I am, there's something to be said for an electricity addon for Create that vastly simplifies power logistics. Instead of gears and shafts, you could just run wires wherever, and set your motor and generator Kv values to an appropriate level for the speed you want. For aeronautics, it would be nice to have an assortment of motors and generators with differing sizes for different loads, including a tiny very lightweight one for flaps. Make it a servo motor even, so you don't need the torsion spring.

I'm still upset that both Diesel Generators AND Aeronautics' portable engines have no way of throttling them. Full speed or nothing. When Create loves using analog redstone. At least with the modular diesel engines you can pipe fuel to individual cylinders.
>>
>>569241009
i am way, WAY too invested in power grid's far superior electric simulation and the difficulties that come with that to ever use electro energetics. the only thing power grid doesnt have that i wish it did was a pass-through connector/junction so i could move a circuit through a solid block without having to clip wires into it
>>
>>569241236
>far superior electric simulation
Yeah it sounds great and all, but it also sounds like a hurdle for people who don't have an intuition for electrical circuits. From the perspective of a server/pack host. I've spent enough of my life helping people understand the difference between series and parallel, or why the 12V 2.5A wall adapter isn't going to fry their 12V 2A load.
>electro energetics
If anything I'd use Crafts and Additions, maybe TFMG if it's not buggy abandonware.

Passthroughs are great. There's probably a market for a passthrough mod that adds fluid pipe and various electrical passthroughs that are air-tight for balloon envelopes.
>>
>>569241509
id also like a fluid pipe passthrough though thats not an electric mod's scope. you can just put a casing on the pipe if you want but it might clash with the rest of the wall which sucks
also come on anon dont use fucking crafts and additions have some self respect. C&A is even MORE babby mode. and if other players are too braindead to figure out power grid, fuck it, let them sink. i taught myself basic electrical concepts while in the process of making a power grid set up and it was some of the most fun ive had in years with minecraft
>>
>>569241763
Well there's a point to be made there, that learning circuit concepts is on-brand with having to learn about gear ratios and maximum torque. Create is fundamentally a problem-solving mod (like my beloved Red Power) so having it be a learning curve isn't a terrible idea. I'd prefer it if there was a benefit to using electricity for power logistics even on airships. I would like the ability to place motors with different Kv values though, and Kv values that vary independantly from motor power ratings.
>>
>>569145141
Bump.
>>
>>569179016
that's a good thing though
you built actual industry and worked your brain instead of hee hoo windmill spam
half the fun of playing these packs is the cockdickery bullshit you build within them to do shit
There is absolutely nothing wrong with rube goldberg machines
>>
>>569182515
True
TPS ain't free
I use DML for my mob needs for this reason.
>>
>>569206541
the real answer is giving engines or whatever cooldowns, as in, depending on which type of fuel you use they will overheat and stop working for a couple minutes, so maybe a stack of coal gives you power for 14 hours but it stops working every x minutes, then the better the fuel the less often this happens or even not at all
>>
>>569242387
you can do that with power grid. constant speed motor; set it to whatever RPM you want, voltage input then determines its maximum torque, which caps out at 16,384su, same as a steam engine
torque scales linearly with voltage from 1 to 258
>>
>>569248996
If you can just set that aribitrarily while the motor is running that's kinda powerful, it would make sense if it has a speed controller built into the motor. Is there a more basic motor that can't be adjusted? Are there different sizes and power ratings of motors? The whole reason to use electricity in vessels isn't to just slap a motor in place of your big steam engine or diesel generator, it's to have small and big motors for all the varied power consumers that need them, avoiding shafts and gearboxes criss-crossing your ship.
>>
>verification servers are down again
what the fuck are they doing
>>
>>569249235
power grid has two motors: regular and constant speed. constant speed requires a regular motor and a precise mechanism to make, which i imagine is representative of a built in speed controller; and yes you can set it as you please, whenever you please, including when its on

the regular motor's RPM and direction of rotation is dependent on the voltage that it receives
the constant speed motor's RPM and direction of rotation is able to be set by the player and the voltage it receives determines its torque
>>
>>569249235
>>569249485
correction, constant speed's direction of rotation ALSO depends on voltage (whether its positive or negative). but you can easily switch that around by flipping positive and negative leads so no biggie
>>
>>569249287
Idk I just installed PineconeMC because I can't be bothered going through Microshart's bullshit tonight.

>>569249485
Pretty nice sounding. But it would be nice if you could craft those basic motors with a set of different rpm/voltage constants.
>>
>>569249790
thats why you set up a variac to control its voltage inputs and tie that shits rotational input to an analog lever and analog transmission so you have multiple inputs for ramping up and down voltage at the touch of a lever
its actually how i control my airship's speed, using a regular motor since its RPM will change based on voltage input. the only tricky part is getting the variac ratio tuning just right
>>
>>569250015
... although now that im thinking of it i actually didnt even have to do any of that since i could have just put the analog transmission after the motor and controlled output RPM that way and completely bypassed dicking around with the voltage. huh
well at least this way it technically consumes less power when its going slow
>>
>>569250015
A variac makes sense, but being able to just plop down a lower Kv or higher Kv motor to avoid that is simpler and probably more realistic.

>>569250145
If a benefit of electricity is better control, it would seem like the analog transmissions are kinda OP. Like a CVT should at least have torque limits or a less extreme range of ratios or losses. The variable brake from Create Connected would be an inefficient way to slow down your motor that would better fit in with the game balance. But maybe I'm being meddlesome.
>>
asshole
>>
>>569254445
Sorry I really don't how the fuck my client can crash the whole server
>>
>>569255067
oh, i thought you were just a bot client that connects and fucks with the server, had a really loud sound play when you joined and then got disconnected
>>
>>569206541
I have not played any of these mods but based on that youtube thumbnail and the posts itt, the easy solution is to be inspired by real life: easy to make shitty fuels (like charcoal) either give low performance, or can only be used in low performing, bulky, poor early game engines
To get high performance - or to be able to use later game high performance engines - you would need advanced fuel that has a lot more processing steps
And just make it require enough processing steps, with big enough bulky machinery, farms, etc. that refuelling from a ground station makes sense, unless you are building a massive megablimp that can carry an entire factory by itself

Then your early game small ships can just run on a double chest of charcoal for 14 hours, but you will never get any large ship moving with decent performance unless you actually invest in large fuel infrastructure as well

I guess the other issue is if you can just stock up a few double chests of fuel and carry it forever, but I think you can easily have a sweet spot where you need pretty bulky fuel tanks for this
So then you CAN just load on a shitton of fuel but you need a ton of storage space for that, so it becomes a tradeoff of range vs. convenience for how you build your ship
Fluid fuel is better for this because you can make tanks that are a) annoying to fuel by hand (assuming they're not easily portable) thus encouraging refuelling through docking a pipe rather than handl-loading, and b) have exactly as much storage capacity per block as you want, rather than item fuels which would need limited stack sizes or whatever annoying mechanics to avoid being able to carry a gorillion fuel items in a double chest
>>
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JEETJANG!!!!!!!!!!!!!!!!!
LET ME PLAY GTNH!!!!!
>>
>>569257747
I thought it only needed to download assets on first startup? Why is a microsoft connection required to play the game afterwards
>>
Integrating everything with their new AI...
>>
>>569258145
Data harvesting
>>
>>569257747
post your world
>>
>>569258398
Look at the OP
>>
>>569240614
anon i just want SU to FE conversion that isn't too complicated and also Electro Energetics lets me do FE stuff without needing to go to the nether + the dev added the hammer so i can do sheets without needing to blow an entire iron block in the early game it's just for fun man
>>
>>569095714
aw man
>>
imagine seething about unrealistic electricity in a MC mod
>>
>>569261491
Yes.
>>
>>569241009
Diesel Generators had an update that added throttling.
>>
>>569240614
In the checklist (https://github.com/george8188625/Create-Electro-Energetics/blob/1.21.1/checklist.md) there are plans to nerf the single block motors and introduce multi-block motors.
>>
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so im trying to get my zoomer brother to play some modded minecraft with me, i got a whole custom modpack set up and added 2hu mods because he likes it. but he just wont, he'd rather watch minecraft horror args. so where do people find other people to play with
>>
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mods for this feel?
>>
>>569270017
>I want to get a normie who isn't into autistic games, to play an autistic game with me
In your specific case it sounds like he's an alphie or late zoomie with his brain fried by shorts and tiktok
But in general getting someone to play something as autistic as modded minecraft, if they're not either already into it or known to be into adjacent things (like factorio), is ill advised
>>
>>569270017
>tfw no cute friend to play 2hu minecraft with
nah i kid either you'd piss me off with your loser life style or i'd freak you out with my controlling behavior
>>
>>569241009
>Didn't know the encased fans with the ground-effect attachments could point sideways, is their thrust the same as pointing down?
Thankfully yes, it looks a whole lot sleeker with a horizontal orientation. Their thrust seems to push evenly against anything in a more or less 270 degree arc. That's a big part of why I shielded them with vertical slabs, they will both yeet any nearby entities and also make maneuvering through a tight chasm a pain.
>>
>>569271497
he has the 'tism, he's into victoria 3, starsector, rimworld, and roblox (he plays a multiplayer shooter where they use muskets). so yeah he'd rather watch a 2 hour documentary on his phone about an undertale ARG lmao.
>>
>>569272943
Hmm, vic3 and starsector are promising in terms of 'tism
Still though, to each their own, I'm sitting here playing gregtech and with a thousand hours in factorio, but I never really got into paradox games or starsector or rimworld or even dorf
>>
>>569229597
You realize this should have feathers right?
>>
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>>569276157
>>
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>>569276157
ERM ACTUALLY IF WE FOLLOW THE SQUARE CUBE LAW AND RULES OF THERMODYNAMICS AS ANIMALS INCREASE IN SIZE SO DOES THEIR BODY TEMPERATURE ERGO LARGER DINOSAURS WERE LIKELY SKINNED MORE LIKE ELEPHANTS AND RHINOS ESPECIALLY GIVEN THAT THE PLANET WAS MUCH HOTTER AT THE TIME

although i do like to think some dinosaurs had sexually dimorphic plumage so we could have things like feather manes like lions do
>>
>>569277589
We have enough skin impressions of t-rex at least to know it didn't.
>>
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>>569276157
Actually, even though feathers are a basal trait of avemetatarsalia (the group which includes pterosaurs and dinosaurs), you can't readily assume all members within the group will have them.

Egg-laying is a basal mammal trait, but humans do not lay eggs even though we are mammals.

Additionally if T. rex had feathers they'd be more like elephant hair in terms of size, density, and distribution (sparse and small) and unless you want to get on the case of every single elephant-adding mod for not making their elephants fuzzy, you probably shouldn't complain about this either.

Am palaeontologist. Soft tissue is my jam (mostly because I like squids).
>>
>>569277562
I hate this meme because it's not at all accurate to reality. You might be confusing online wankers for "2020s palaeontologists" but every single one of my colleagues likes talking about how fucking awesome these animals are.

Recent studies on Tenontosaurus, for example, have shown that it could probably fucking death-grip a Deinonychus' throat to choke them out.
>>
my humble autism compound so far, incredibly, ender io has an actual use for flint so i might actually setup a create facility and grind out some things that always produce a shit ton of it as a by product
>>
>>569282181
Only birdfags think birdosaurs are awesome.
>>
>>569282297
Alternatively you’ve been fed the idea that it’s lame by people who just want you to eat slop.

Or not. You can dislike things I like that’s okay too.
>>
>>569282297
Tenontosaurus isn’t a birdosaur. It’s a hadrosaur, like one of those duck-bills.
>>
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>>569193759
UPDATE
The puzzle being most likely bugged, I forced progression with a debug and got this :
>>
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Oops, here's the full picture.
>>
>>569282049
I don't believe in dinosaurs much to begin with but scientists did find they have feathers so minecraft should portray them that way too, food for thought
>>
>>569285068
Scientists have determined some specific dinosaurs had feathers.
>>
>>569285068
Dinosaurs are an extremely broad and diverse grouping, to be fair.
A blanket assumption that they all had or didn't have feathers is like saying that every single bird, mammal and reptile should have hair.
>>
>>569285068
What do you mean you don't believe in dinosaurs? You don't think they're real?
>>
>>569282049
what is your favorite extinct squid
>>
>>569284362
this is just an alphabet, right
i'm assuming it's a straight symbol substitution over english text
>>
>>569288209
I'm pretty sure the bottom one is just Standard Galactic (e.g. enchanting table runes), and I'd have to guess the top matches that pretty closely.
>>
modpack for trains?
>>
>>569294395
pathserb
cabin
>>
>>569243485
yeah I'm not too fussed, I planned/plan on delving into every mod and having little bases setup for them anyways
I just want to get my resource production as efficient as possible as fast as possible so I can just have fun building desu
>>
>>569254445
>>569255067
Aw man. Think it’s another drill contraption?

>>569268748
Oh cool, I’ll have to look into that.
>>
>>569268748
Wow finally. Based. Still a shit mod from a game design and fun standpoint, but with this + liquid chutes or hoppers it'll finally be somewhat playable. And at least have some advantage, some reason however marginal to use it over portable engines.
>>
>>569298681
They output a lot more power than portable engines.
>>
>>569298905
Only 2x on gasoline and 3x on diesel.
Guess what, engine + liquid hopper + fuel canister is already 3 blocks. So literally zero space saving compared to just three portable engines. Without liquid hopper it's even more bulky. Also a fuel canister only runs for about 20 minutes whereas a stack of coal gets you like 3 hours on portable engines.
>>
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>>569288047
if we're counting ammonites: Microderoceras birchi. Pic related. I prepared this one myself.
>>569285068
>I don't believe in dinosaurs much to begin with
weird flex
>but scientists did find they have feathers
we've found *some* had feathers and that feathers were the ancestral condition, but that doesn't mean all dinosaurs had feathers.
Take Carnotaurus for example. We have nearly all its skin preserved and it shows only scales.
>so minecraft should portray them that way too, food for thought
Feathers are hard to do right with a limited number of pixels
>>569285212
>>569286293
pretty much this yeah.
Egg laying is the ancestral condition for mammals but as of today only a couple genera of mammals still lay eggs of any kind.
Feathers are the ancestral condition, but not all dinosaurs would've had them.
>>569287784
yeah some people think that they're fake because museums display casts occasionally.
There's an actual reason for why they do that, and it's not fragility of the remains. I could go into why if you'd like.

I've never really understood the position from a logical standpoint. It's *very* easy to find fossils yourself. The barrier of entry for finding dinosaur bone is through the floor. I have to believe it's a lack of curiosity and willingness to explore the world.
>>
>>569284552
OUR PRESENCE IN THE WORLD ENDS ? ?EMIG?ATI?N A ??SSIBI?I TY?
A?TE?NATI VE?Y ?EAVING BEHIND A MESSAGE? A GUIDAN?E ???
THESE WH ??????W? ?IS TENING AND A??E?TING ?U? W??DS WI??
?EAD T? UNDE?STANDING? US? ?U? W???D? ?U? ????? ?U? ?????
??UND IN THE W???D? ?????? ???TE?TED BY ??????? ???????
?THE? ??A?ES ???TE?TED BY THE ????? ?ATEST AND ??ES UMAB?Y
?AST ??EATI?? ?? US IN THIS W???D? ???TE?TI ?N ???M
ENVI??MENT? ???M ???U??EN?ES IN THE W???D? ???TE?TI?N
???M TIME? ??A?ES V?ID ?? TIME H??DING ????????? ?? ?U?
KN?W?EDGE? HIDDEN AND ???TE?TED? ?BTAINA?E BY THESE WITH
?A?ABI?ITY ?? UNDE?STANDING? ?HA??ENGE ?? ?E?EIVING AND
HAND?ING? GUIDAN?E ??? HE??ING THIS UNDE?STANDING?
NEW GENE?ATI?NS A??EA?? ?U? KN?W?EDGE IS THEI?S T? ?E?EIVE
AND USE? THE ?I?ST TEA?HING T? UNDERSTAND ?U? W???D?
>>
New endgame centrifuge looks pretty good. Funny how GTNH devs are just blatantly stealing from twist space now after denying it
>>
>>569296718
TP'd to the coords of vessels in teh crash log, didn't crash, idk. The error was:
>java.lang.UnsupportedOperationException: Cannot change blocks in nonexistent plot holder
Which apparently refers to chunk claim mods, which I don't have installed. Maybe it's fine now, but until Deens is back online I won't be able to troubleshoot this.

>>569299886
The improvements are more significant when you use the really big engine I guess. Didn't think about the burn times though. Maybe I should buff them. It's hard to compete with bulk item stacking of solid fuel, but a power buff could be well placed.

>>569300940
>It's *very* easy to find fossils yourself
Easier to do that than convince a flat earther to perform the cavendish experiment, or to use tycho brahe's measurements of the stars and planets and recreate kepler's laws from scratch.
But I would assume that such people lack a concept of scientific causality in the first place. The idea that mathematics or formal logic can be used to describe reality is absurd to them.
>>
>>569301756
Finding a fossil is as easy as picking the right beach and idly sifting the sand. People, including myself, have found some nuts things doing just that.
>>
>>569301756
>>569301945
forgot to say this: if people want to quickly gain an understanding of how palaeontology works, David Attenborough did a documentary in 1989 called 'Lost Worlds, Vanished Lives' that goes over the actual science and how we come to learn things about dinosaurs.

For a documentary from the late 80s it holds up incredibly well. Pretty much all the work on display is stuff we're still doing today with more advanced equipment and methods. It gives a real glimpse into the science without making the viewer feel like an idiot.
>>
>>569301945
Sure but you're not going to find an 8 meter high skeleton that way, maybe some tiny bone fragments. Which an expert might tell you is part of that massive skeleton but who fucking knows right. I kinda get it, at my uni some departments put out absolute steaming shite completely divorced from reality. The time where we could just trust any and all experts is far behind us. Unfortunate.

>>569302179
dinoanon show us some dino mods. I saw a big pack with all kinds of them but it was very confused between dna cloning fossils jurassic park style, and alternate dimension where they just spawn in naturally. Which defeats the point of the fossils.
>>
>>569300940
>There's an actual reason for why they do that, and it's not fragility of the remains. I could go into why if you'd like.
Sure.
>>
>>569304360
>Sure but you're not going to find an 8 meter high skeleton that way
random farmers in Argentina and the northwestern united states do all the time.
>maybe some tiny bone fragments. Which an expert might tell you is part of that massive skeleton but who fucking knows right.
something I learned and have been able to apply is that you can actually recognise what part of a skeleton you're looking at even if it's hard to tell purely by certain shapes and elements on the bone.
you show me an ichthyosaur vertebrae, and I can tell you what part of the body it came from (provided it's not too eroded). If you then correlate that with a picture of a complete one (of which there are several) you can confirm my identification yourself.
>at my uni some departments put out absolute steaming shite completely divorced from reality.
is that bullshit actual bullshit, or is it a subject you had little knowledge of that you subsequently decided must have been bullshit?
I'm asking because that's a very human reaction. Deciding something can't be real because it's inconceivable is normal, even if it's wrong.
>The time where we could just trust any and all experts is far behind us.
I think that you really gotta look into the credentials of the expert you're talking to. Cranks have always existed, just do your due diligence to filter out the nonsense.
>dinoanon show us some dino mods
I've only ever liked Fossils and Archaeology. None of the others have done it for me.
>>569304716
>Sure.
Dinosaur skeletons are rare, pretty much. Ones complete or nice enough to display even more so.
https://en.wikipedia.org/wiki/List_of_natural_history_museums
The link already says what it's about. There are not enough dinosaur skeletons nice and complete enough to display one, let alone multiple, in every museum on earth.

I'm running out of characters. One moment.
>>
>>569301756
Oh yeah the huge diesel engine is 10k SU, pretty good. But visually having just one looks trash. You need at least three in a row, with the pistons offset so they go up one by one in a wave pattern. Mesmerising.

I'm not ever building the pumpjack and distillation tower. Miss me with this multiblock crap. But if someone on the serb starts refining oil I won't mind taking some gasoline off his hands. Usually it's a byproduct you need to get rid of since it's just the exact same as diesel but shitter.
>>
>>569305012
> is that bullshit actual bullshit, or is it a subject you had little knowledge of that you subsequently decided must have been bullshit?
No a subject I'm very well informed of and base my livelihood upon. Which the uni folks have absolutely no clue about. Somehow they have no problem getting tons of grants and running an entire department though. Last time I was there they asked for talks but they can get fucked.
>>
>>569304716
>>569305012
A majority of dinosaur skeletons are fragmentary. Some are individual teeth (and trust me, palaeontologists hate that shit as much as you do), some just a backbone, or a chunk of thighbone, or worse. Sometimes things get names because nothing like them has been found in that area before, even if the material is utter dogshit. Making a display out of invidivual bone fragments placed into skeletons that are mostly casts would be insulting to the visitor. Sure I guess there's real bone in there, not like you can find it though.

Casts are easier to deal with because yeah they are sturdier and they can be mass produced. They're also cheaper (and museums are always out of money because they get basically no funding).

Some fossils are fucking *ugly*. I've seen- and worked on some really ugly fucked up looking bones. You wouldn't want to see those on a display, they also wouldn't really fit on one. A triceratops rib I prepared was twisted on its side right in the middle. How would you even fit that on a mount without making it look bad? Part of a museum's displays is for presentation, to draw in visitors, and I know exactly 4 people who would find a messed up dinosaur skeleton interesting enough to warrant a visit.

As for why fragility is not that big of a deal: Some of the most fragile fossils in the world are readily on display. One of my favourites are the Bernissart iguanodon herd in the Natural History museum of Brussels, Belgium.
Those bones are like 80% poor quality pyrite by volume. They're stupidly heavy and will begin to disintegrate upon contact with moisture. They're kept on display in a climate-controlled glass chamber, but the real bones are visible to the public.
>>569305884
fair enough! I asked because I'd rather not assume either way.
>>
>>569305956
dinoanon I'm enjoying this conversation. When you talk about a whateveratops can you please add a minecraft screenshot showing it for us simpletons who are not so well informed on the subject.
>>
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>>569306673
of course. I'd have to hatch one first but I could go into creative for it real quick.

Pic related is the F&A Triceratops. You'll know this one, it's the three horn that fights T. rex.
>>
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Best plane I've seen so far. two portable engines. Copycat panels and wool instead of sails on the prop? Not really sure how that works.
>>
is there any hard release date for gtnh 2.9 yet or is it still just sometime this month
>>
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>>569284552
Big Reika lore
>>
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>>569313734
I think I understand how the Chromaticraft alphabet works now. It read right to left and there's a helmet like character that seems to indicate punctuation at the end of some words. Either that, or it's just here to make translation more difficult.
>>
built all this crap for the extra utilities terraformer block only for it to not change biome colors
fuck me
>>
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>>569315509
cool picture, me
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the largest aquarium I've built thus far. I think I'll put Plesiosaurs in here.
First I guess I should make a birthing pool for them at the edge somewhere. A little shallow place I can put them in the water in.
>>
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>>569318119
welcome back to the world, little ones
>>
How do you balance mods having their own form of storage like backpacks, sachets and sacks? Just disable everything but one? Tiering them? Giving them cool niches over the other?
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File: 2026-06-04_01.03.19.png (3.11 MB, 1920x1009)
3.11 MB PNG
>>569320352
swapped out the resource pack, that texture looked pretty bad.
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>>569320539
If I were making a modpack I'd try to reduce overlap as much as possible, but I'm also a lazy fuck so I can't be assed.
If the modpack has multiple purpose-specific backpack mods that sounds like deliberate bloat and a sure sign that the modpack sucks, so I probably wouldn't play it. But if there backpacks as "side content" because the mod does other things (like thermal satchels or AE2 portable cells) then it's whatever. Realistically you're going to use sophisticated backpacks no matter hwat.
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>>569320352
>>569321123
can you drop anvils on them to kill them please
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File: 2026-06-04_01.15.11.png (2 MB, 1920x1009)
2 MB PNG
I love Aquilolamna, what a weird little fish
>>569322197
What? Why?



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