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????? 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)
pineconemc.ru/ (another pirate-friendly fork of 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: >>569095714
>>
first for create
>>
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>latest angelica 2.x release finally fixes the fucked up sky in the nether / end (previous builds had a sun and clouds)
>performance boost is incredible compared to 1.x versions
>distant horizons is still a buggy mess
soon
>>
>>570146142
The vanilla+ redstone mod?
>>
>>570146359
vanilla++ mind you
>>
Swapped out the dead github link to a prism fork with offline accounts for PineconeMC launcher
>>
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I call this "organic growth", or how everything will need to be torn down the moment something breaks or need to be upgraded in the future
>>
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I love thaumcraft 4, she's perfect
>>
>>570147371
Perfect if you like BPD girls with nipple piercings
>>
Tekkit but with Aeronautics.
>>
>>570147582
wait nevermind i forgot just how good gtnh nitrobenzene is
yeah go nuts you'll be fine
>>
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>>570150420
Now we're talking
>>
>page 8 in 25 minutes
gacha pornspam goongenerals need their own board to pollute
>>
>>570147631
I do wonder if other mods will be built atop Sable, without using Create at all. Project Red’s frames could work.
In 5 years it will probably be backported for GTNH.
>>
I want actually good worldgen to explore with an aeronautics airship. Hytale has like 3 hours of content but at least the game have really cool world gen
>>
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>>570157381
is it really that hard to move the player view a little up?
or the text even for that matter?
>>
>>570157647
gotta squeeze in as much screen space for your endless junk. removing the player view? but then how would the dev look at xher skin and get xher dose of gender euphoria?
>>
>>570157647
that's because of the 32x texture pack, every update they break like 1000 different textures because every dev wants to have their own unique changes to the gui or existing blocks.
and there's only 2 dudes maintaining the 32x texture pack
>>
>>570147371
one day some autist will reverse engineer it and port it to future versions
>>
>>570146869
It's the only way I can do industry because I'm too retarded for anything else.
>>
I reallllyyyyy need to up my power production so I can afford to build out AE2 and get automation infra going
>>
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what's your goto simple boom-boom mod, no-tech autism, no specialized crafting machines, just "I want that nigger's entire base disintegrated down to the fucking bedrock"
>>
>>570170557
an unlucky lucky blocks roll probably
>>
SIA needs touhou little maid
>>
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it's break time at the factory
>>
>>570170557
superb warfare
>>
>>570172537
did you make the models for those dolls yourself?
>>
>>570172754
>models
I made them in-game with chisels and bits. I'm not smart enough to make a mod with custom models.
>>
>>570154456
Regions Unexplored + Cascades: Source is a good budget combination.
>>
>Ars Nouveau just lets you just capture a rare mob and infinitely extract endless resources from it
>you can do this shit as soon as you get glass, the mod's own meme wood that spawns anywhere, a handful of gold ingots, and any wilden mob part, and a single piece of mossy cobblestone (lmao)
How is this mod not mawpc?
>>
>>570170680
but since you want it to happen, wouldn't it be a lucky unlucky lucky blocks roll?
>>
>>570174819
yes but you'll have to fight the desire sensor so you should pass it on to your "friend" who owns the base instead
>>
goety is neat
too bad there's nothing to send my armies at that isn't a shitaclysm boss that oneshots all of their M1+W AI anyway
>>
>>570179375
this mod just sounds like ancient warfare 2 with like 65% of the features removed
>>
>>570170557
There is none, there is no fun in TND if it's merely handed to you, nothing beats carefully designing and constructing the ultimate orbital faggot obliterator, even more so if it's during an actual arms race

... but I guess if you already have them it's throwing Alex's Mobs's nukes from Immersive airplanes' biplanes is really fun
https://modrinth.com/mod/nuclear-bomb-bay
>>
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>that one cool TNT mod (Lucky TNT) is nuversion only
darn
>>570172584
>>570183748
both Look cool, but I probably should've specified 1.12.2
>>
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>>570184628
Mahoutsukai adds megumin's staff
>>
>>570174245
It's beyond MAWPC
>lecterns and bookwyrms are super cheap storage solutions that can be made wireless with minimal resource investment
>basic and cheap harm spell powercreeps all sources of ranged damage
>can just make spells that teleport enemies to a kill chamber
>basically free and instant item smelting
>basically free teleportation
>trivializes all movement methods with the basic launch spell
>free silk touch by giving gravity to blocks
>highly efficient food crop that powercreeps other food
>super cheap self-repairing armor that can be enhanced with augments
>ridiculously cheap permanent speed buff with familiars
>basic break spells powercreeps all your tools
>reactive enchant + heal spell just makes you borderline immortal
>split arrows on the crossbow + a mining spell powercreeps any method of mining/quarries
>cheap block location rite for rare ores
And this is just scratching the surface
>>
mods for this feel?
>>
>>570188292
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>>
>>570186968
It needs some very significant nerfs to be acceptable, but that's my experience playing basically every mod as designed.
The cap is quite high with Ars, but that just means you have cool stuff if you can gate it out properly, and it comes with the tools to do that. Essences are one and spell tiers are the other. E9E does this pretty successfully imo.
>>
>>570186968
Sounds like it’s balanced for use alongside other power creeping tech mods, which other magic mods can suffer from. But really mods should have balance sliders you can adjust to prevent parallel mods obsoleting one another.
>>
Playing in my own modpack with a friend locally, some mismatch of mechanism ae2, create, fungal spore, minecolonies and what not. 1.21.1. starting to find redstone to be a nuisance to farm so im looking for a renewable method aside from the create method. im probably schizoed it in my mind but i thought there was an ae addon which allowed creation of infinite items through an annoying grindy process. either way suggestion would be greatly appreciated. Thanks
>>
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The dragon fears the dinosaur
>>
>>570195428
The Create method isn't so bad thanks to potion brewing in the mixer, you could just add another recipe for strength potions on something actually renewable and devote a production line to it. Either that or add a recipe/mod to generate Tuff and get it and everything else from the crushing recipe.

Alternatively:
/give @a redstone_block 64
>>
>>570200038
Fair, easier to get a large portion of netherwarts as well due to mekanism extramachines too so thee process is a lot more streamlined and easier, blazerods would be a non issue and i need to make a farm of one anyway. Though I am curious about other mods to play with since the world originally only had create till we just got crazy with it and added random crap. would give me a reason to create a full 128 by 128 spatial world too just to toss automation in so i dont have to hear it since the base is a deep sea mining rig to avoid the fungal spores.

though i guess itd be a good time to add more stuff to create cause why not at this point.
>>
>>570200753
Depending on what you need the redstone for I should also mention redstone pen. If you're mostly sinking your redstone into wiring it can make a little redstone go a much longer way.
https://www.curseforge.com/minecraft/mc-mods/redstone-pen
>>
>>570201621
At the moment trying to upgrade my storage to quantum, though admittedly i could outright skip quantum for the devourer. AE2 has been keeping me busy stuffs fun. I'll take a gander at the pen though, thanks
>>
>>570184628
>1.12.2
flansmod, i've used its helicopters and tanks for raids on my friends' bases before
>>
>>570188292
Ender Storage
>>
>>570196831
Based. Dinoanon tell us a dino tale, in minecraft please.
>>
>>570186968
I have literally watched 2 people speed ars and create and the create guy managed to reach infinite resource mawpc status faster than the ars guy. theoretically both could have been like 4x faster if they picked a hybrid approach but unfortunately this shit is like just the state of any big minecraft mod. I genuinely have no idea why 90% of mod design is like what if we optimize the fun out of the game and drive qol to the point where it obsoletes the game itself. Mods also love giving you solutions for problems that don't exist. What the fuck am I supposed to do with 2 million iron? Who am I fighting with all these weapons and spells? Its all just deranged power creep with an audience so used to it that they praise the next and higher creep and anyone that attempts to lower the power level is looked upon with disdain and mockery.
>>570191771
Pretty much this. Ultimately it falls down to having to fix your own balance which is why a third of the posts in these threads are pack building autism.
>>570191771
as much as I love 'balance', ars is a lot of fun. The first time is the most fun and the third time you know too much and understand the path too well to not use it as a very very efficient tool, which is to say I haven't played it since. However it has a lot of really interesting ideas and if you're willing to strip out parts of it, the interesting parts can be extracted by themselves.
>>
>>570209521
>What the fuck am I supposed to do with 2 million iron?
Turn them into singularities and start making Infinity Ingots ;)
>Who am I fighting with all these weapons and spells?
Why, Lycanites Mobs of course!
>>
>>570017746
What's the entity id of the Goety slaves? I want to summon a couple to see for myself.
>>
>>570186968
teach me your ways, ars magicka senpai
i unironically wish to master the powercreep with all that shit you mentioned and more but am too dumb to really figure out how to do it
>>
>>570210141
i don't know by heart and i can't start up the game right now to check, but you can just give yourself a villager spawn egg and the shackles and then put 2 and 2 together
>>
>>570146028
Aliens left their portable radio station behind edition
>>
>>570209521
The difference is, there's no challenge in Ars, at all. It's the absolute maximum of baby tier mods. The "boss fights" in the mod are laughably easy; easier than the Warden even, but even the Warden is trivial. Even though you can relatively easily automate infinite iron and gold in Create, it doesn't trivialize the entire game to do so, and you actually have resource sinks in the mod itself to spend those resources on. Ars makes you a god of the world with minimal time and resource investment, while Create just lets you automate shit.
People don't want to hear it, but Botania is one of the best balanced magic mods. It is to magic what Create is to tech.
>>
>>570209521
>Mods also love giving you solutions for problems that don't exist. What the fuck am I supposed to do with 2 million iron? Who am I fighting with all these weapons and spells?
well you see little bro you're not supposed to use one (1) mod at a time but rather combine them, and then actually configure them so they work together seamlessly. if you have nothing to fight, add mods that add tougher mobs or bosses to fight. it really is that simple

>>570191771
this anon got it right. if you're making a pack based around magic shit like goety or hexerei or blood magic, your choices are either themeclashing with Create and lie to yourself that Create is "low tech" and it's fine (even though your base will be full of cogs and pipes and conveyor belts sooner rather than later) or just using ars nouveau for some degree of automation
>>
>>570215242
So they're the Prisoner, just spawned some in Creative, kind of confusing at how they work. So you're suppose to feed them and give them a pickaxe to have them mine stuff for you, and assign a chest with food for them to eat. But what kind of mode do they need to be on to keep working? So far my slaves all kind of stopped working after a while, and I tried switching the order of them and sometimes it unstuck them, after some times I got like 3 diamonds. Is this how you configurate them to have them generate infinite ores for you?
>>
>>570221437
with a waystone, you assign them a raider chest (to dump their stuff in) and a regular chest (to take pickaxes from.)
they only mine in one of the stances, you'll know it's the right one when they start swinging their pickaxe. you have to give them a pickaxe that can break the material they're mining as well. they'll still try to mine it with a shit pickaxe and wear it down but not produce any goods.
they have to be facing a raw ore block (silk touched ones also work, they don't have to be naturally generated). not too sure how lenient this is, i just place them directly in front of them and ~5 blocks away from other ores.
not sure how the food works since i haven't updated yet but i remember reading in the patch notes an overseeing neollager can share food with them. i think they also take food from one of the chests, probably the regular one

oh, and also they only work when you or a fighting-capable servant is nearby. i just place an unarmed neollager vindicator on stand ground nearby.
>>
>>570219283
>tech mod is what tech mod is to tech
>>
>>570219283
>Botania is one of the best balanced magic mods
Botrania is not a magic mod.
>>
>>570219283
Botania’s automation challenges from the ingame guidebook were absolutely kino, especially when going for the bonus point and without other mods that make everything easier. I wish create had some kind of official challenge objectives like that
>>
>>570222585
Agreed, they encourage you to actually explore what the mod's tools do. The most fun one was the Dandelifeon for me. It's a shame people trivialize it with overpowered stuff from other mods.
>>
thaumcraft mogs bloatrannia
>>
>wanna mod the game after years long break
>all the good mods are for 1.19+
What are even those version numbers man... Why can't I just play 1.8.4 like a normal person... Why does curseforge have no version filter!!!
>>570202371
Hello flanschad.
>>
>>570222585
>has no imagination and needs his hand to be held in a sandbox game
Another reason why Botrannyia is trash.
>>
>>570223281
Go ahead, explain how
>>
>>570224387
In thaumcraft progression comes from uncovering and internalizing a coherent hidden structure (aspects, research logic, and how systems relate), so you unlock power and toys by gaining new understanding of the mod’s rules. Botania is mostly mechanical: it gives you components and asks you to assemble increasingly efficient mana machines, so progression is just doing better engineering within known rules rather than discovering new ones. Basically Thaumcraft is like plato and botania is just like any other tech mod just with an ugly skin that doesn't fit many builds
>>
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What I like about Thaumcraft is that it's a kind of murky, grimy magic. It's not nature loving, it's not deeply spiritual. It's a kind of chemistry, alchemy, really. It's grasping at the fundamentals of reality and choosing to bend them to your will. Clawing for what you want and taking it, no matter the consequences.
I want more like that. Maybe I should try putting together a modpack that fits that aesthetic pulled together from a couple different mods for 1.20 and up.
Theurgy springs to mind first and foremost, alongside Thaumium for the decorative blocks.
Any other suggestions are more than welcome.
>>
>>570226054
>so you unlock power and toys by gaining new understanding of the mod’s rules
Have you even played thaumcraft?
You gain power and toys by finding a specific crop that has a favourable aspect assignment for you to turn into goop to infuse
There's no real rules, it's just arbitrary assignment, the rules for infusion stability are also incredibly simple
The wand "progression" is just finding materials that your currently shitty wand can find enough VIS for to turn into a slightly better wand
The only real barrier thaumcraft has over botania is being revolting to automate
>>
>>570226973
I'm currently planning a 1.20.1 pack with a similar-ish feel as well. A friend suggested MagiChem and the screenshots reminds me of TC's alchemy, but I haven't had the time to mess around with it yet.
Other mods I also plan on looking into are Primal Magick and Malum.

My biggest problem so far is, as another anon mentioned earlier, a lot of memeversion magic mods are proofs of concept at worst, half-finished at best, and will require a lot of fucking around in KubeJS to remove redundant features and stitch whatever's left into something cohesive.
>>
>>570228883
>magichem
took a look at it, a lot of its models are... overdesigned. If that makes any sense?
>Malum
that looks more like it.
>primal magick
I remember looking at this and thinking it needed a little more time in the oven.
I really appreciate the recommendations.
>a lot of these mods are proof of concept
you're right, I feel like it's just a bunch of individual guys each pointing to an aspect of Thaumcraft they liked and saying "I want to put that in my mod" and doing it, without fully grasping that Thaumcraft worked because it had all the parts to make one greater whole.
>>
>>570226054
Look, everyone is entitled to view things how they please, but you, and the majority of Thaumcraft advocates, vastly overblow how deep the mod really is. Don't get me wrong, it has a special place in my heart. Hell I used to be obsessed with it, and created and populated one of the old wikis for it. But when you actually get down to playing it, there's just not much there. Once you figure out the mechanics, you really see where the limits of the mod are. The research minigame is cool and mysterious when you do it the first time, but it just ends up becoming a trivial time waster once you realize ordo and instrumentum links are absurdly common. Infusion/essentia is fun the first time, but when you realize you can just make a fuckhuge buffer ring with jars, or a jar wall managed by lobotomy-intelligence golems, it again becomes a time waster. Stabilization is honestly a joke that has no depth; you're basically forced to spam a block of skulls/crystals/candles/whatever under your altar.
Credit where it's due, the theming is top notch. I think Botania loses people with the flower aesthetic.
For me, because I've been playing modded for so long, I tend to gravitate towards open-ended mods that provide tools, rather than restrictive experiences. I can go and play with Create or Botania any number of times, and not have the same setups. I can always find new and interesting ways to accomplish my goals. Thaumcraft is far more restrictive. I am an engineering autist though, so take that as you will.
>>
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>>570229251
>took a look at it, a lot of its models are... overdesigned. If that makes any sense?
To be fair, most memeversion mods seem to love making overdesigned models so it doesn't really look that much out of place... normally.
My personal problem is that MagiChem requires Mana and Artifice which has models that look like THIS.
>>
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>Malum
>>
>>570230697
you're like that guy who got mad at the three pixels of trans flag in the celeste main menu
>>
>>570230697
Always point out their absurdity bro because they'll always seethe then take another mile like this guy >>570230793
>>
>>570230031
It looks simplified for Boomerversions. So what's the problem now?
>>
>>570230697
Whenever I see shit like this I just take 5 minutes to rename all their items with a resource pack. Most of the time as color literals, like "Yellow Blue Red Paint" or whatever
>>
>>570230697
man I just want to talk about thaumcraftlikes to set up a modpack I don't care about the spaghetti flags
>>
>>570230031
You don't get it, the models are meant to look bad on purpose because it's a homage to Ars Magicka, your hair is shaped like broccoli so you wouldn't understand the SHEER SOVL dripping out of a model with single digit cube count and no shading.
>>
I want to grab TeamCOFH by the shoulders and shake them around until they vomit. I fucking hate this dogshit garbage decade-long "it'll be finished when it's finished!" approach.

It's a fucking minecraft mod, not a AAA game. Release a broken alpha and let me crash my fucking game like god intended you stupid bastards.
>>
>>570232443
too bad
now enjoy pam's harvestcraft: cofh edition
>>
>>570232443
>he thinks they're actually working on their mods
lol
lmao even
>>
>>570232805
At this point I'm not convinced that they are. They still deserve a thorough shaking until they vomit.
>>570232769
>pam's harvestcraft
please tell me that they didn't get their claws on that mod too.
Why do modders keep giving their projects to wankers that can't even release one legacy project.
>>
>>570230031
bro that's literally a worse version of the Mutant Zombie
>>
>>570232918
I don't know what the relation between Thermal Cultivation and Pam's Harvestcraft is but regardless they are both the same soulless 5000 wheat reskins slop with absolutely nothing to set them apart.
https://www.curseforge.com/minecraft/mc-mods/thermal-cultivation
>>
>>570232443
It's called having a job bro.
>>
>>570233343
having a job does not prevent people from releasing a mod that has been ported but is not feature complete.

They started working on this in 2020. It's been six fucking years. I could've learned Java and done it myself in that amount of time.
>>570233217
fucking hell
>>
>>570233217
who asked for this. literally who the fuck asked for this. farmer's delight blew the fuck out of pam's bloatcraft with minimal crop additions to the point pam's died at 1.12.1 (already a dozen versions too late if you ask me) and then comes along team coughingfit and reinvents the square wheel instead of working on shit that's actually interesting
jesus christ no wonder memeversions are a laughing stock
>>
PSA for SIA serb, tiny pulse timers crash the server on placement
>>
>>570236015
Looks like all TinyCreate components cause crashes
>>
Require some mobs that add fantasy mobs/bosses like Mowzie's, but preferably not some bloated stuff like Cataclysm. I've already got Alex's Mobs installed, and I need more.
>>570222290
Oh, then that is probably why mine stopped working. The Pillager Servant that I had standing nearby actually died. Also I only registered a raider chest for them to deposit their yield, and not a regular chest to restock their supply.
>>569993794
Alex's Mobs has Buzzwole and discount D.O.G as a fightable boss.
>>
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>>570204603
>>570189475
mods for this feel?
>>
alright
you, yes you, the guy still playing 1.7.10
what would it take for you to move to a modern version (1.18+)?
>>
>>570245918
hbm+create
>>
>>570245918
Good magic mods.
>>
>>570245918
thaumcraft
>>
>>570243435
make one for alex's rats
it's objectively his best mod anyway
>>
>https://github.com/Queerbric/pridelib
>PrideLib is a small JIJ dependency for modders who want to use a centralized data-driven and configurable source of pride flags in their mods.
what is this doing in a dynamic lights mod?
>>
>>570252428
didn't even open the link but i'm not sure what you expected from someone with queer in their username
>>
>>570245918
a cute girl playing with me
no exceptions
>>
>>570252428
https://github.com/LambdAurora/LambDynamicLights/blob/26.1/src/main/java/dev/lambdaurora/lambdynlights/gui/RandomPrideFlagBackground.java
only use in the repo is here
>>
>>570252428
>>570253613
it's used to generate a random flag in the modmenu settings
>>
>>570253273
modder is another person
>https://github.com/LambdAurora
queerbric is a group he's not a part of
>https://github.com/Queerbric
>Minecraft Fabric modding but queer
>>
>>570253613
>>570254171
your mod is bloated but at least you got to own the chuds
stunning and brave
>>
>>570253613
>need an entire external library + dependency + tip (gangrenous) to randomly select colors arranged by shape
>>
Flag culture is stupid but I also straight out don't care if someone can craft a fucking flag in the modpack.
>>
>>570258541
you keep letting them take that mile bro, you're so brave
>>
>>570258727
This, all blocks must be transparent or they'll be able to build pride flags in-game.
>>
>>570259462
>all blocks must be trans
i'm onto you
>>
>>570258541
i don't care if pride shit is craftable but i when i found out bwg has a trans pride beach i decided not to try it
>>
>>570258727
They'll take a mile... on the flags you need to build, in the mod you need to use. Or else you're playing in a server with people who'd make flags, and yet complaining they can.
>>
>>570219283
It still has annoying bits of game design that could be polished, I.e. the early game curve requiring you to toss entities around. The lead Dev hates people spamming Endoflames but get real, no one is going to bother automating hydronageas placement + bone meal farm to supply the petals.
>>
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What other mods should I add next?
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>>570219283
i say this with the deepest disdain and hatred: FUCK botania
botania is a dogshit trash mod with a faggot dev and its not even a magic mod at all, it is the QUINTESSENTIAL tech mod wearing a pseudo-magic 'skin'

fuck flowers
fuck 'mana'
fuck those elves on the other side of the dumb portal
and fuck botania

easily my second most hated mod, behind tinkers construct aka faggots construct ree
>>
>>570261750
name a good magic mod
>>
>>570261992
create
>>
>>570254185
>>Minecraft Fabric modding but queer
Fabric is already queer, so...
>>570261992
Mana&Artifice
>>
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>>570261750
>>
>>570261992
thaumcraft 4
iron's spells is pretty good but its very specialized; only really works in exploration type modpacks
current god-tier magic mod has to be trickster though. its a fucking CRIME that its quarantined on fabric, desperately needs a neoforge version
>>
>>570261992
If you're inbred enough to think Botrania is a magic mod, then Create.
>>
>>570261410
>The lead Dev hates people spamming Endoflames
maybe he shoulda made the other ones not die after an hour
>>
>>570261750
>fuck those elves
yeah
>>
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>>570205575
Found this flying boi and his little brother in the jungle. It's not too far from where the dragon was.
>>
>>570254338
>someone asks question
>provide answer
>chud
alright whatever lol
>>
>>570263859
??
it's not directed at you personally i'm just talking shit into the void
>>
>>570263048
He wants hoy to waste your time automating flower crafting and placement then food like if this was animal crossing, he hasn't nerfed Endoflames yet because otherwise even the most rotten cultist would stop playing the mod altogether.
>>
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Meningitis tree tricks work in physically accurate Minecraft.
>>
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https://youtu.be/l9Pl0qdQN6Y
>>
>>570209521
Create just lets you make factories that produce resources and automate stuff, that's it and you can kneecap it by just removing a couple resources, maybe making drills more expensive if you hat
Ars utterly breaks every other challange the game offers the second you have enough resources to get started(and in the tinkers era you could just put an iron golem in a foundry with a healing spell for infinite iron)

>>570214342
What do you want help with?
Most stuff is pretty simple, just look into the book
>lecterns just need to be crafted and linked with a bookwyrm, and the scry lens let you access them remotely(I think it needs an interact spell?)
>harm spell + delay + harm spell gets around iframes to deal ranged damage for free(and blockshaper focus + conjure mageblock is pretty OP if you need more damage)
>warp scrolls on the offhand + a teleport spell teleports things you hit to the warp location, just set up a kill chamber and it's infinite damage spells
>smelting spell + dropping items into a rune = free smelting
>warp scrolls and portals are super cheap
>spamming leap/launch covers your movement needs
>gravity on a block + placing a torch under it = silk touch
>craftable food from sourceberries is OP
>craftable armor comes from crops
>starbuncle familiars give you permanent speed 2 for super cheap(they also trivialize farming)
>break spell by itself covers all your non-mining block breaking needs the very second you get a spellbook, and mining ones once you get more mana
>can just put the reactive enchant on armor with some recipe, then put a heal spell on it to become absurdly tanky
>split arrows basically duplicate your spell, if you make a spell that pierces blocks, breaks them in an area and grabs the drops you have super easy mining(a void jar transforming cobble/dirt) into mana helps a lot
>scrying rite just needs a couple crafts for easily finding diamond/netherite
>>
>>570261750
I don't understand liking magic but also hating common magic stuff like mana, elves, and enchanted flowers.
>>
>>570261750
scientists be like
>see the flowers are actually steam turbines
>sand literally duplicating? Idiot, read a book, that's just a chemical reaction of Ma+O2+SiO2
>the elven portal? that's just a hadron collider
>>
>>570266192
just because i like magic mods doesn't mean i will automatically start loving a steaming pile of shit you nicknamed 'mana'
>>
>>570262068
People argue that some magic mods are just tech mods, but are there tech mods that feel like magic ones?
>>
>>570268143
yeah, many tech mods are actually magic mods. basically every tech mod with a block that lets you put something in, some unscientific bullshit happens - usually because the process would require a machine way bigger than its blocky equivalent - and a different item pops out
>>
>>570268438
While writing that post I completely forgot the expression "magic box bullshit" existed.
>>
>>570268438
true to its name, gregtech is one of the only actual tech mods.
>>
>>570263402
neat, there's two dinoanons in the general
>>
>>570267097
the fuck is Ma
>>
>>570270019
na
>>
>brewing and chewing backported to 1.12
how does it compare to the growthcraft? Is B&C more automatable than growthcraft?
>>
>>570261669
engender mod for mobgirl breeding and witherstorm
primitive mobs for javelin creepers
>>
>>570262546
>current god-tier magic mod has to be trickster though. its a fucking CRIME that its quarantined on fabric, desperately needs a neoforge version
non-halting magic programs sound fun; does it not work with sinytra connector?
>>
>>570265203
>>gravity on a block + placing a torch under it = silk touch
shit like this, clever nonsense that isnt immediately apparent
>scrying rite just needs a couple crafts for easily finding diamond/netherite
what is this? i desire netherite

just wax poetic on al lthe stupid overpowered shit you can do with the mod
>>
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>>570273253
>>
>>570268438
mekanism and its magic box bullshit
no one with any self respect should ever use mekanism

>>570267097
its not that; its that the """""magic"""" mod has no mystery, no intrigue, no esoteric bullshit, no logic-defying mysticism to it. it is entirely logical and ordered with automation and reliable repeated rules and outcomes, aka TECHNOLOGY. it is the use of ordered systems of natural law to produce an outcome. that is the definition of technology

magic is meant to be a break from that; to violate those laws and produce entirely unnatural outcomes. obviously any mod magic or otherwise has to have systems to it because thats the nature of computer games, but that THEME of breaking fundamental natural laws has to be present for a magic mod to be MAGIC

and botania does not have that theme. quite the opposite. a lot of magic mods are just tech mods with a different skin, including botania
>>
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>>570262546
>>570273253
>stuck in the office codeworking most of my day away
>oh boy i can't wait to get home, boot up minecraft and codemonkey some more using psi/hexcasting/trickster
What the fuck is wrong with these people???
>>
>>570273386
Mushoku Tensei profile picture though
Would be based if not for the flag
>>
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>>570265115
Dooes it have gay flags?
>>
>>570273386
and now you know why its quarantined on fabric
>>
>>570273859
Anon, why even ask such a stupid question?
>>
>>570273685
for me, it's copypasting psi programs that do cool shit that I found on the internet (I never learned how to use the mod, because I copypasted code to skip the tutorial)
>>
>>570273685
psi is the best mod ever however hexcasting sucks ass, still haven't tried trickster but it does sound very fun
>>
>>570273685
you get to make incredibly broken spells and abuse them
on a friend's server i made a nuke spell that spammed explosions and lightning, which instakilled most mobs and wrecked the spot where it landed but drained half my health from exhaustion
after a demonstration on a miniboss, it became a forbidden spell that i would secretly use in emergencies
basically psi unlocked my inner chuuni
>>
>>570274396
If I wanted to nuke the world effortlessly I would just /gamemode creative, without the need for "programming sock" mods.
>>
>>570273680
for someone that has never played far enough into a modpack to hit thaumcraft, and as someone that has played MC for over 15 years but did not do any sort of modding until ~2016ish, AND who has played a lot with nuversion tech mods (mostly create and nuEnderIO) but knows next to nothing about thaumcraft:
what makes thaumcraft so appealing?
i know you didn't explicitly say thaumcraft, but people that praise it so much defend it in this exact way (eg "thaumcraft is not a tech mod", etc)
pls, i want to understand
>>
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>>570268691
There's several of us! One of my screenshots last thread hijacked the thread for a bit and everyone started arguing about dinosaurs having feathers lmao.
>>
>>570273987
We're entitled to be crucified in an entirely chud area
>>
>>570273680
So name a magic mod that follows your definition, because Thaumcraft sure as shit does not.
>>
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>try to use Pixel Perfection on 1.12.2
>almost all textures are broken, even though I used the appropriate version.
>game crashes
>try to increase RAM since I thought that was the problem
>try to launch
>pic related
I have no idea what to do.
>>
>>570278475
>I'd erased one x in the -Xmx8g
I'm a dunce.
>>
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holy shit
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>>570280037
>64x textures
you're disgusting
>>
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>>570280427
they're 32x
>>
>Modify a modpack to have more progression magic mods
>The loot drops built into the modpack are so powerful so early that it nullifies doing any of the progression stuff and pushes you to just adventure and kill mobs.
Is there an easy way to lessen loot drops and structure spawns without removing a bunch of mods?
>>
>>570276194
The two things that made Thaumcraft stand out to me where it being one of the first magic mods that took a research progression angle and the fact that there were consequences to overexploiting the magic in the mod.
It was also just a pioneer on a lot of things that would be adopted by other mods, such as a good in-lore guidebook and overall polish/theme.
>>
>>570282643
>covers crucible in blocks
>uses soap
epic consequences, bro
>>
>>570283148
big enough fuckups would taint the biome instantly
>>
>>570283346
Lol no, you can absolutely flood a crucible with items and it has no consequences if you've just covered the edges in blocks. It's common practice in GTNH to pipe mob spawner garbage into a crucible for the sheer volume of essentia you get
>>
>>570282219
Yes to both. Sparse Structures let's you tweak spacing and separation values of each structure individually or globally. Reduced Loot is an across the board configurable reduction in loot tables.
>>
>>570283534
i haven't played GTNH but i'm sure they must've fucked with the mod somehow. i distinctly remember the cauldron burping gas would turn the biome. or maybe it's the wrong version of thaumcraft.
>>
>>570283534
You can cheese anything if you try, but especially back then this kind of optimization info wasn't something the majority knew or used.
Having these potential drawbacks made it feel more dangerous to mess with and as such more interesting.
It was also just one of the first to do it and do it well.
>>
>>570283820
>>570283821
It's a base mod feature that's been known for almost as long as the mod has existed. I remember watching Azanor even talk about it himself on Forgecraft when he was beta testing it. Nothing can come out of a crucible if you just place blocks around it and put a trapdoor on top of it
>>
So when are we doing a killer robot tournament C:A serb
>>
>>570284646
I already have a remote controlled hovercraft with a crane arm, no other robot stands a chance
>>
>>570284071
It being a base mod feature doesn't mean it was a widely known feature.
>I remember watching Azanor even talk about it himself on Forgecraft when he was beta testing it.
How many people, back then especially, do you think were doing stuff like this? Just because you were in the know doesn't mean 95% of the mod's users were.
>>
>>570284750
I don't want to reveal my hand but you wouldn't stand a chance against my scorpio tank
>>
>>570284071
>make your mod permanently damage the world if mishandled
>cancel out all threat with fucking basic ass minecraft blocks
thaumcraft is a good mod btw
>>
>>570285097
Ironically the system in TC6 fixed it by making the effect of flux alter data about the actual chunk which then caused increasingly dangerous effects. The aura and flux levels in chunks would stabilize over time, causing rippling effects across your world. But people hated that system because they don't want to actually deal with those mechanics, just larp about it.
>>
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the new tree farm is looking a little bit sappy
>>
>>570276194
let me put it this way instead of typing a fucking essay on the subject

thaumcraft was the seinfeld of minecraft mods. there was nothing else like it at the time and it revolutionized the entire modding scene. it only seems derivative because it was the original blueprint from which so many other lesser mods copied

or if youre not an old fuck and dont know what seinfeld is; thaumcraft is to minecraft mods what resident evil 4 (the original one) was to other video games
>>
>>570300486
nta but resident evil is even more unc core than seinfeld
>>
>>570301321
how about you suck my chode huh how bout that
>>
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>>570285414
>But people hated that system because they don't want to actually deal with those mechanics, just larp about it.
>>
>>570146028
GeorgeoreiusF, the creator of the famous mod Floydtech
>>
>>570251340
I hate Rats >:(
>>
>>570305529
how to say that you hate fun without saying that you hate fun
>>
I wish there was a Thaumcraft port for 1.20.1
>>
>>570273382
>what is this?
Look through the list of rites, in one of them you can just give it one block and you will get a buff that basically gives you x-ray for a block of your choice
A explosion spell is an easy way to find your first netherite block
>OP shit
You can make a cheap spell that just launches enemies into the air to kill them via fall damage
You can use the intangible spell to make a hole in the ground and make enemies suffocate when the blocks come back(or just spawn blocks to bury the enemies)
Warp scrolls are super cheap because they are one-use, but if you carry two, you can just use one to bind your location and place it in your backpack, swap to your other scroll bound to your house, use a blink spell while it's in your offhand to go back home and your other scroll to go back to where you were, all for free
With enough mana and a void jar, you can mine huge chunks for free(and you can produce free mana by dropping stuff to void on top of a pickup rune)
Turrets with block creation + break + collecting spells can easily produce loads of cobble and sand
The source generators that want plants to grow produce when plants try to grow, so pumpkin/melons with their fruit block occupied produce source by themselves(and I think cactus that grow into a block with other blocks in it's sides and break instantly also do that)

There may be more, but it's been a long time since I messed around with it
>>
>>570309717
>1.20.1
not happening, 1.21.1 has neoforge and is supposedly easier for modding
helps that aeronautics is on 1.21.1 so putting it on that version will get the most downloads
>>
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>create
>create
>create
i have create fatigue
>>
>>570276194
The main appeal of thaumcraft is that it allows you to experience the fantasy of being a true wizard. 99.99% of wizards in video games ignore everything about wizards and focus on shooting fireballs.
>>
>>570325141
It allows you to be a true artificer who doesn't really cast spells but sure does love fucking with his magic jars and enchanted goggles. Not very wizard-like.
>>
sia 1.2 update status?
>>
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>>570327447
fuck those niggers at team cofh i will NEVER forgive those cunts for sitting on thaumcraft FOR LITERALLY OVER TEN GOD DAMN MOTHER FUCKING PISS SICKENINGLY AGONIZING YEARS AND DOING NOTHING WITH IT REEEEEEEEEEEEEEEE
>>
>>570330201
It is very annoying, like they aren't even getting money out of it
>>
>>570233343
Why can't you become NEET and mod dev full time again?
>>
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The another anon wasn't kidding, with this set up you can easily get nearly a stack of diamond per day, providing your workers are well fed to maximize proficiency.
>>
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Create is a boring mod
>>
>>570331092
They are, they've got donations coming in from it. That's why they're not doing anything. A bunch of suckers are paying for no demonstrable work. The tide is shifting now, though, because a bunch of their long term donators started questioning what work was actually being done after a year of radio silence since the trailer came out.
>>
>>570331383
Because you don't get money from making mods, remember? People, like in this thread, complained about mods being behind a paywall like in Patreon so Microsoft came in and changed the EULA. This forced creators and devs to just make them free OR partner up with Microsoft to make their mods for Bedrock Marketplace as Add-ons, and I'm sure you love those.
>>
>>570309717
ermmm sorry team coughing on dick is toooo bussssyyyyy getting it al *perfect* to ever ever ever release it on anything but the newest latest mojank build

you're also an optimistic retard if you think it's going to have anything design wise resembling thaumcraft in it
>>
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I recently downloaded TLM and I was wondering if there is a way to get the classic Little Maid Mob models working on TLM, any ideas?
>>
>>570336204
Just stop replying. They're squatting on the intellectual rights to a mod that the community is begging for a proper release of, that hundreds of other modders would happily take on and get working in months. They're just greedy faggots.
>>
>>570332240
you should move some of them closer to the diamond ore using the command wand, i wouldn't be surprised some of them aren't gathering at all
>>
the modded minecraft community needs to learn the phrase
>"you wont do shit"
because guess what the Cofh fags are gonna do when you remake the mod yourself with less ugly textures
thats right
not shit
>>
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>>570245918
GTNH.
>>
>>570245918
Performance
Continuation of programmer art aesthetic
Interesting mods with depth, comprehensive content experiences, no 1 block per addon mod bullshit
Non-Vanilla++ centered mods (no create)
Focus on using mods to transform the game, not sloppily extend it
>>
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>>570340454
How close do need to be? I decreased the space of the mining zone and they still produce nearly half a stack throughout the daytime.
>>
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>>570245918
It's a sad state when 1.7 still had a better modding scene over modern
>>
>>570245918
Remove everything troon related, both in vanilla and modded, restore indie kinocraft
>>
Strange. I timed out from the sia serb, can't reconnect at all. It's still showing me as online through mcstatus.
>>
>>570358213
I might have caused the crash for the literally unknown reason again I'm really sorry
>>
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>>570358213
These random time outs have been getting worse lately. It seems to get longer and longer each time it happens. It happened with other players randomly too so it doesn't seem specific to what we're doing.
>>
>>570358418
Ah no worries. Looks like it's back up. give it a couple tries I'm cooking my dinner anyway
>>
>>570359264
hm, might be related to sublevel saving. maybe we should get rid of some of the tree graveyards below our islands.
>>
>>570261750
I like magic mods because they usually force you to find creative ways to automate them. Botania and Thaumcraft are great at that even though both are basically technomagic.
>>
>>570146028
Okay why did we not have Spaceship mod yet?
i mean building space ship, and flying into the space,
Not instant teleport
>>
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>>570371935
Did a bit of that a while back. There's some pretty decent space mods for VS2 but not much for aero just yet.
Also there never was instant teleport, even with old galacticraft / ad astra you had to fly the rocket up.
>>
Has 1.21.1 caught up to 1.20.1?
>>
>>570380684
no but dramamongerers are trying to force it so forge dies and gets replaced with neoforge
>>
>>570380846
no man its literally just aero. 1.21.1 exists for aeronautics and because of that it'll eat up 1.20 because compared to aeronautics there is nothing there
>>
>>570349673
There're a couple of interesting resource packs that mimic Programmer Art in modern versions Like Programmer Art+
>>
>>570388848
i use this, but fuck old spawn eggs. people that think the old spawn eggs were good are pure nostalgia baiting. someone who's played the game for 20 minutes can visually figure out what each new egg spawns, but the old "remember 40 color and spot combos" bullshit is just bad. it's the only portion of the pack i disable, and even then, i only really enable the pack for screenshot comparisons because i like the nutextures better
>>
>>570391420
>but the old "remember 40 color and spot combos"
why the fuck would you ever need to do this
spawn eggs are a creative thing, and in creative you have the search bar where you can just type in zombie to get the spawn egg
>>
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>>570391420
>because i like the nutextures better
>>
>>570391420
I don't have a strong preference for any of the art direction eras, the line where I stand on is the old color maps and sky (from b1.2 to 1.3) they gave it a somber but agnostic vibe to your builds. Modern colors feel like ripped from Animal Crossing. Nothing but medieval-esque slop builds looks good with Nucraft's lighting without shaders, unless is some absolutist shit that has no sky access or straight up World Paint.
There are a pair of projects trying to reconcile them both though, they aren't 100% my style but I can see the appeal:

https://modrinth.com/resourcepack/vintage

https://www.planetminecraft.com/texture-pack/minecraft-compromise-4303464/

Some interesting ideas.
>>
>>570349673
>Continuation of programmer art aesthetic
I mean, we know Notch wanted to replace it with the cute frog girl style before that falling out, even back in the days when he was on this site still.
>>
1.7.10 magic only pack when?
>>
>>570380684
is there even a difference between 20 and 21
or even 18 and 21
mojang adds like one mob per update, it can't possibly take much effort to port shit from one shitversion to another
>>
Personally I don't think there's anything special about 1.7.10 vs. 1.12.2 vs. 1.16.5 vs. 1.20.1 vs. 1.21.1. Going back into the beta it's different, but all the commonly modded versions? Like we can say that in general all the changes were irrelevant/unneeded, but did they actually have a significant enough impact to make the game objectively worse, especially in a way a simple mod doesn't fix? I just don't see it, every change is such an insignificant waste of time and maybe shouldn't exist, but it's not stopping me from updating. Only the availability of mods can do that, which is why them putting out useless updates is a bad thing, because it'll break mods that might not get updated again for whatever reason. Not because they added some dumb mob and that justifies playing only 1.7.10 forever and ever and missing out on new mods.
>>
>>570245918
ok, honestly, remove everything past 1.7.10, then add the shield, add the end stuff shulkerboxes are cool, the aquatic update stuff is also cool, the new nether stuff but with programmer artstyle, keep original pigmans, keep the 128 world height and 1.7 world generation, the giant caves suck, what is the point of making a hole in the ground to strip mine for hours if you can just storm a giant cave full of resources.
totally ditch the phantom, the gray dudes with crossbow, the stupid annoying zombie with trident, the useless sniffer thingy, that's a mod mob. and all the modern retarded entities they added. I probably forgot many more but basically we should warp to another timeline where mojang was not bough by microsoft
>>
I thought the nether update was good, but a lot of modern updates are just
>add cute mobs to sell merch and forget about them afterwards
Notice that none of them drop anything unique and useful when killed, not even meat
>>
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>world holes in 1.12
my save is fucked, isn't it
>>
>>570405732
looks like a rendering issue, not missing chunk data
>>
>>570402643
1.20.4
>This is the last release of Java Edition to run on 32-bit operating systems and Java from 17 to 20.
26.1
>This is the first Java Edition release version to use the new "year.drop.hotfix" version format announced in December 2025,[2] and to be fully unobfuscated without an accompanying obfuscated variant.[3][4] It is the first version released in 2026 and the first to require Java 25.
>>
>>570406367
those holes are usually early signs of region data files going bad
>>570405732
backup your world asap, and especially the regions that contain actual important things because you might have to move them elsewhere someday
>>
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>>570407104
>those holes are usually early signs of region data files going bad
I went several chunks away to unload the region and then came back and it looks like the issue is gone. Would that be likely to happen if the region file was corrupted?
I use aromabackups thankfully for situations like this, so parts of my save corrupting is more of an aggravating inconvenience than an existential nightmare, but I would still rather not deal with it altogether if possible.
>>
>>570236015
>>570237982
TinyCreate is version 1.2.1 on the serb. 1.2.2 fixes a server crash. It's not crash-looping when you log in, is it? The updated mod is in the V1.1 patch that's around the corner (got called into work the last 2 days unexpectedly), so I'll try to get that out ASAP.

>>570358213
At this point I think I'll turn off chunk pregeneration.
>>
>>570407837
>Would that be likely to happen if the region file was corrupted?
I have no idea of the % chances but I've actually lost a pretty cherished +2000 hours world just like that

first the stripes which I rolled back the first time, but ignored them the second time onwards thinking they were harmless
then certain regions I've never done much in get reset (things like creeper craters dissapear and the ground stops being snowy), I ignored it and kept playing
then some fragile and hacky builds start breaking every time I log in (auto music disk farm, wither farm, etc), not that big of a deal I tought so I didn't roll back because when I realized they were breaking I no longer had current backups
then it was finally too late when (presumably) stable mods start behaving completely bizzare showing completely garbage numbers, like Extra utils showing far more grid power usage and generation I could ever have, mekanism cables not working unless I broke them and placed them again and so on
the last time I ever logged in I saw with horror random chunks from my base being replaced with completely new terrain, I decided it was better if I shelved the world forever to protect my grimoire of gaia bunny girl trader gf and her house

I belive I realized it was too late when fux networks started voiding power for no reason

every once in a while I stumble upon old screenshots of that world and i post them here, here are a few:
>>547967560
>>544963502
>>541830645

if you ever see any signs of that or any other weird behavious happening again don't ignore it
>>
>>570408054
>It's not crash-looping when you log in, is it?
Nah, it seems to revert to just before I placed it, thankfully
>>
>>570403373
After 1.12.2 there quite literally isn't a single interesting mod. The modern way mods are made is shit and boring quite honestly, everything has to be create inspired and create adjacent, which in and of itself is a creative imagination of "what could have been" had the focus of redstone been entirely different
Past 1.12.2 it's boring, bland and lame
>>
>new emi++ update
>version 2.0
>changelog - rewrite by claude code
it's over
>>
>>570415048
>Aeronautics
>>
>>570415165
Read my post again, my melanated friend
>>
>>570415243
Universally hating all Create-based mods is just hipsterdom.
>>
>>570415431
The entire Create ecosystem is boring and bland, it's just not interesting, and it's the centerpiece of the modern modded experience
I just don't like or care for the way it works and the way everyone has adopted it's "vanila" style of modding, where everyone feels it's necessary to stay in line with mojang's theme and vision to a much higher degree than the mods of old, none of these mods feel unique or distinct anymore.
>>
>>570415243
I think his point is that aeronautics is doing something novel, not nostalgiabaiting "what could have been". Unless you have nostalgia for old zeppelin mods, but it's only similar in aesthetics, the gameplay is entirely different.

>>570415876
I think modded gameplay is probably better and more varied than it's ever been, but aesthetically I agree with you. We'd have much more interesting modpacks if mods had various aesthetic skins you could apply, similar to how theres' that MagicalPsi addon. Like Create but industrial or futuristic, or a space mod but it's got a mystical dwarven golem aesthetic. A tech mod overflowing with 50's atomic era futrism.
>>
>>570415431
I don't think anyone hates create, I think it just doesn't really excite people. Also, aesthetically-speaking, it's absolutely mid. It doesn't really evoke anything except for, I don't know, mousetrap. IE handily beats it in style if not substance.
>>
>>570416171
Magicalpsi sucks ass psi is perfect just as it's is any modpack with the retexture is not worth playing, you're literally adding bloat with the only purpose of making everything worse
>>
>>570416592
Seems like a sensible aesthetic choice to make if you're making a non-technological modpack.
>>
>>570416171
I don't know how someone could compare Aeronautics to something like Archimedes' Ships and think the former is a downgrade.
>>
>>570419203
It plays entirely differently. One is a handy utility to travel easily. The other is a comprehensive problem solving tech mod addon, with travel speed and mobile factories as your reward for solving those problems. Create itself is a problem solving mod, as is Project Red, and to a lesser extent the parametric spell and computer programming mods. Create and its addons at their best are mods where the act of solving problems also creates aesthetic structures and fun gameplay. At their worst they're waterwheel spam and wiki-copied lava-farming steam engines.
>>
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Create is a modern slop mod that rewards garbage lawn bases and I'm tired of saying otherwise
>>
>>570427131
filtered
>>
Ok SIA Serb is currently backing up its world. I ran an rsync command and bandwidth limited it to 1500kB/s as to not hamper server performance, idk maybe I’m retarded and could have done it just fine without waiting 4 hours. I’ve already upgraded neoforge, after the backup it’s just a matter of uploading and transferring the mods and config file. And testing a couple of mods. Hopefully C2ME works, and hopefully I can get that sable DH render distance mod working too. For that testing I’ll probably enable a whitelist.

Players upgrading their modpack will either need to copy across their DH LoDs (idk where it’s stored but it’s not in the 22MB .mrpack file) to the new instance, or copy the new mods and config files across to the old instance. The new 1.1 pack is tentatively on the webpage to download, but the server is still at 1.0 for now.
>>
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>Go into a modded server for le modern Nucraft
>Admin didn't configure shit
>No tech progression, no cool world gen, just default littered with ugly structures and Apotheosis, Supplementaries and Iron Spells in a lipstick
>Endless spam of +200HP crap that throws fire balls with wither effect when I haven't finished getting iron armor so I just have to cheese everything in a boring fashion
>Gravestone mod keeps filling my inventory with some unattackable garbage Obituary item
>go to the Nether for some quartz to upgrade the wooden box I'm living in
>Couldn't find a single structure that wasn't looted already so I travel further
>die far away enough that's annoying to get back for my things but not enough that I'm fine by letting them wither away
>spawn killed by some garbage fire bug "boss" and discount pigmen with an enchanted sword that spawned near my portal
How do people like playing like this? Just cheese shit with villagers?
>>
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>Errmmm our systems thought your post was spam please reformat and try again x2
>>570429624
What's new in store for us with the update?
>>
>>570429624
>tracks AND tracks+
??
>>
>>570432762
Ore excavation, with veins everywhere, but some larger veins in specific climates.
Sticky wheels, so you can drive underneath islands.
Toolgun, for when your plane goes upside down.
Mechanical Extruder, so cobblestone generation is less laggy.
Steam & Rails, for bloat.
Magnum Torch, for easing the mobspam under islands.
Wind Tunnel, for autistic german engineers
Gears n Kinetics, for a smaller gear for easier 4:1 gear ratios
Grappling Hook !!!!
Plus a handful of little Sable related utilities.

>>570433734
Damn, how did that happen? I'm surprised it's been running like that.
Well I'll take that file down (once the rsync is finished because it's locked up my terminal) and only put it up once I've finished testing.
>>
>>570434685
>Item Obliterator
use reliable remover
>JEI dogshit
Use TMRV
>pretty rain
The mod it's forked from is updated and performs better: Particle Rain

Also heads up Aeronautics literally just updated
>>
>>570436175
Thank you for this post.
>item obliterator but not abandonware
GREAT
>TMRV
never heard of it, seems like a good idea to me
>Particle Rain
I chose Pretty Rain because I believe it was what Ecliptic Seasons specifically had compatibility with, but I'm unsure.
>Aeronautics
Oh cool, being a 1.3.0 release it may have more bugs, but it's probably worth going for.
>>
>>570436604
Having a little look through, I don't see an enormous amount of changes. Some bugfixes in sable but not really anything I care about. Seems minor enough.
With the toolgun can we delete sublevels? A little dangerous maybe but I'm starting to feel guilty about the giant pile of trash that's accumulating in the ocean below me.
>>
>update aero
>error during mod loading
>now aero demands sodium alpha as a hard dependency
>sodium alpha crashes the game with iris
>iris has a build that works with sodium alpha
>its on pisscord
when will the pisscord clique era end
>>
can someone please steal thaumcraft away from those cofh cunts and give us what the world needs
>>
>>570439741
solution: stop using iris because its garbage anyway
>>
>>570438520
Pretty sure only the creative one can delete sublevels.

>>570439741
Aw fuck, really? There’s like 8 mods I can’t update because of dependencies and incompatibilities, and Sodium is one of them.
>>
>>570436175
>>570436604
>reliable remover requires emi update
>old version of emi++ doesn't work with new version of emi++
>new version of emi++ is slopcoded and undid all my item groupings
AAAA
>>
>TOYMY ad 1.7.10
>throw a bunch of well known mods, a few obscure and just have fun fucking around
>TOYMY ad 1.20.1
>have to actively curate list of mods to make sure stuff doesn't overlap, also most mods add little content just by themself and aren't as fleshed out
>also the really only metallurgy spiritual successor is stuck on fagbric
bros...I think I get now why you stay away from nuversions...
>>
>>570450292
GTNH starts in 55 seconds flat too
I press launch and 55 seconds later I'm at the main menu
It's incredible honestly and I wish 1.12.2 had a GTNH equivalent so that version would get some much needed optimization
>>
>>570434685
isn't cobblegen already made less laggy by Create itself? if you set it up properly, there are no actual item entities being generated or blocks being broken. I don't mind a single block alternative, I just fear that it trivializes things a bit too much
>>
>>570450292
my SIA instance loads in like 5 seconds
>>
I want to add more animals but for some reasons the animals in alex's mobs just feel so bloated and sovless to me.
>>
https://modrinth.com/mod/create-aeronautics-transmission-linkage

might be cool for skyserb
>>
>>570451101
That's like what 3 mods?
I'm happy for you, now get a pack as content stuffed as GTNH and time it again
>>
>>570451510
190 mods
>content stuffed
repeatedly placing the same magic block over and over in different colors isn't content
>>
>>570451481
I wasn’t going to, seems like it incentivises laggy perpetual motion contraptions for generating infinite power. But now I see that it would also allow for a lot more freedom with routing power within and between vessels, so maybe I should add it.
>>
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Spotlight and flashlight mod would be pretty cool for ludditeserb. It's not compatible with dynamic lights or iris but who uses shaders anyway, it's not even officially supported by aero
>>
GUYS! HNNG... New... Thaumcraft... Teaser! I'm gonna fuckin BUST A GNUT
>>
>>570454248
>graduated
YIKES
the clock is ticking now. won't be long until he gets a real job and phases out of minecraft modding like all the other modders who became adults
>>
>>570454248
>teaser
>look inside
>random variable for a ring that does nothing
wow
>>
>>570456898
it's not even a variable, it's a dictionary entry
>>
>>570456898
congrats you described a teaser
>>
>>570457824
Any other teaser shows an actual mechanic or screenshot of something that gets people excited
keep sucking cofh cock though
>>
>>570454248
A part of me is honestly dreading a potential release. I don't want to see thaumcraft raped in front of me.
>>
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>>570454248
>not even a promise that he'll resume work, he just "hopes" to resume work
>implying he won't be too busy jobhunting and becoming an actual adult
YUP
YOU GUESSED IT
IT'S FUCKING:
N O T H I N G
>>
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>discover Flowerchild died two years ago
>haven't played BTW in 13 years
>decide to give it another shot
>load up BTWCE
>make world
>punch tree
>pic related
Oh BROTHER
>>
>>570451773
>190 mods
Ah, right
>mod 1: microscopic tweak #1
>mod 2: microscopic tweak #2
>mod 3: single block addon for another mod #1
>mod 4: single block addon for another mod #2
>mod 5: performance addon tweak #1
>mod 6-....
I love memeversion modding
>>
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I tried out the brewin and chewin 1.12 backport that dropped earlier this week, and it seems like it's pretty redundant if you have the one embers addon that adds fantasy drinks (soot)
Aesthetically it has lots of overlap with growthcraft, but mechanically, they're not really doing the same thing. Growthcraft is trying to be an alchemy replacement. B&C drinks give potion buffs but they're not as long or as useful as growthcraft's, so I think I'm scrapping it from my modlist. Future MC as a soft dependency also really sucks because that mod gives me lots of issues.

Anyway, here's captain of industry pomni.
>>
>>570461078
That's how we like it faggot. Retarded bloat mods like Quark and Stinker's can fuck off. Just give me the sticky wheels, give me the fluid hopper, give me the angel block, I can't be bothered to use yet another dumb repainted crafting table. Or flip through the pages of your shitty book and hundreds of recipes in JEI to find the one thing I need.
We're in the new modded golden age. If you don't want to participate it's your loss.
>>
>>570462606
>AAAAAAAAAAAAAAAAAAAAAAAAAAA WHAT THE HECK IS A .cfg FILE AAAAAAAAAHHH IMM GOING INSANEEE NIGGERMAN SAAVEEE MEEE
Calling this a golden age is hilarious, there's nothing golden about this, it's more accurately described as the moldy age, where nobody can make real mods anymore and a mod constitutes splinters of features spun off instead of just being an option in a config file
>>
>>570463119
>real mod
your favorite pack is built on the backs of closed source slop mods, thaumcraft is honestly such a joke it's unreal, stinkers is abysmal to deal with and yet somehow still broken, and ic2 has taken thousands of hours of autist reverse engineering to partially be replaced, and it's literally the backbone of GT5 still. without the devs the pack would be a fucking disaster; case in point, shit like Blightfall, that's touted as a gold standard, is riddled with bugs, and plays like shit compared to run of the mill packs for nuversions.
>>
>>570463715
>calls thaumcraft slop
>he unironically says whilst lauding createcraft+addon++ as some kind of golden age of modding
Do you have mold in your brain?
>>
>>570464176
>oh boy I can't wait to do the same research the same way again
>oh boy I can't wait to make the exact same infusion altar again
>oh boy I can't wait to spam candles and skulls under my infusion altar
>oh boy I can't wait to bypass crucible flux by placing 10 blocks around it
>wow this mod is so heckin mysterious, I can't wait to see what's in the eldritch dimension
nice mod btw
>>
>>570464364
nta but unironically yes, thaumcraft has so much replayability that even when you are given the same sets of research over and over you do not feel bored out of it.
can't say the same for all the modern mods that now need to stay true to vanilla balance while adding bloated features into the mod. in all fairness this is the kind of fanbase new versions attract.
>>
>>570464364
>oh boy i can't wait to make the same waterwheel in the same way again
>oh boy i can't wait to make a tunnelbore in the same way again
>oh boy i can't wait to make a farm with a spinning harvester in the same way again
>wow this mod so so hecking versatile and cool, i can't wait to make a useless moving doohickey again
Surely you're just pretending to be this stupid, right?
Besides, thaumcraft 4 and it's addons is so big you're unlikely to have touched every feature on offer
>>
>>570464737
I've probably played TC far more than you have, it's really not that replayable, and it's absolutely balanced around vanilla. You're genuinely retarded to argue otherwise. It's the very definition of a closed-ended mod. It inspires no ingenuity or creativity, and everything it does is obtuse, either intentionally or unintentionally. Faggots like you just larp about the essence of the mod as well; you shit and pissed your pants when nodes and flux were changed into the world aura system that actually punished you for being bad at the mod, even though you constantly larp about that being what the mod is about. Go on and tell me how interesting runic shielding is and how it's totally not absorbtion with a different texture.
>>
>>570464364
TC4 with automagy gives you way more options for creative problem solving than the vast majority of mods. The only real issue is that there's just no real need so you'd only bother doing so for the sake of it.
>>
>>570465176
Ah you played TC6, no wonder
>>
>>570464939
I've been playing with TC since it came out. I've seen every version of it and every addon that has ever existed for any version of it. Nobody is a bigger TC autist than I am. Every possible mechanic, intentional or not, I know of. I know every bug with worldgen, every crash bug, literally everything. It's a good mod, but not as good as people want to make it out to be, and retards who larp about 4 specifically are nostalgia ridden morons. There are better versions of most of the mechanics in other versions of TC, let alone other mods. Azanor is also a massive faggot for not releasing the source code of the mod, and a double faggot for giving it to the cofh team to farm patreon bux.
>>
>>570465191
I love automagy, but it's insanely buggy, and it's just impractical for anything useful. I will give it credit for the greedy chests though, they're insane for early game sorting in GTNH.
>>
>>570465768
>i've seen every version of it
Provide evidence that you've played TC2 then, go on, share some screenshots
>>
>>570466034
>screenshots of a 14 year old mod
I was building crucible of souls systems that cleaned the tainted vis before you even knew what Minecraft was.
>>
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>>
>>570465484
TC6 is actually starting to catch up to 4 to enough of a degree that I'd say it's worth a playthrough.
>>
>>570465768
nodes and flux were actually good thobeit. It allows you to incorporate tc mechanics so well with other mods, and not infinitely more tidious. So of course I have the right to upset of it being removed.
>>
>>570467572
How's the loading times for 1.12.2 packs nowadays?
>>
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I've become a moundbuilder. I live in a mound with a log roof and close the front with dirt during the night
>>
>>570468286
Nodes are straight retarded my man, having aura be at a local level is way less tedious. Vis-draining tools drain directly from the chunk instead of a wand that you have to keep charging. It makes it actually viable to use magic tools before you have the primal staff or a mega node to recharge a gay little necklace. Once again, TC4 players are larpers.
>>
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mods for this feel?
>>
>>570468440
134 mods takes about a minute.
>>
>>570470042
galosphere
>>
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>>570469271
>collecting dogshit is still a mechanic
at least they made it less of a pain in the ass.
>>
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>DragonRealm
I dunno why Reika specifically disabled oily bee branch to force pumping oil, when tar sand from oil is needed to make Rotarycraft jet fuel. I hope I can make enough (and by enough I mean enough so I can power my base for irl days from one oil spring before I need to pump another one)
>>
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>gtnh 2.9 loads in a minute
>>
>>570476018
it's because Reika is a miserable, spiteful little faggot
Half his shit is designed to be vindictive against some random slight against him that he decided existed
>>
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>>570478084
The other long term option would be hydro which use up lube like crazy, generates high torque and needs higher tier gearboxes to handle. And also the tall waterfall.
>>
>>570476639
2.8.4 loads in 55 seconds for me
>>
>>570476018
>>570478343
What a faggot, I assume you're running your world as a personal server that you need it to last several real days? If that's the case I'd just re-enable the oily bee
>>
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>just push it to prod bro
>>
>>570482664
You'd better be able to make a creative terminal before you need that thing.
>>
>>570470297
>1 minute to launch client
>10 minutes to load world
>>
>>570484234
It takes like 10 seconds if that to load a world. Are you not using cleanroom?
>>
>>570484595
25 seconds*
>>
>>570458467
not really no, google what a teaser is before whining
>>
>>570146869
Organic growth is soul. It's easy to just fucking slap down orderly rows of machines, but true 3D spaghetti makes for the best looking factories
>>
BetterThanWolves is not fun. I'm struggling to find reasons why I keep playing other than "I want to give this ancient mod a shot"

TFC surpassed it by a mile.
>>
>>570245918
I play 1.7.10 and 1.12 interchangeably. The simplest answer is I don't give a shit about versions, I just play the stuff that has mods and modpacks I like.
The only thing nuversions have added is a bunch of useless vanilla shit that I won't use in a pack anyway, so they're worthless to me. The only interesting nuversion mod is create but I can just play factorio (and I do).

The fact that they ported gregtech to nuversions is neat but they also completely destroyed the look and feel with fugly ass retextures for everything so I have zero interest in nugreg either.
>>
>>570491916
every iron tool is massively expensive in terms of at least time if not effort to make, and from what I can tell their durability isn't much better than stone.
I made a flint and steel and after using it to light just three ovens there's already a chunk off of its durability. This is nonsense.
>>
SIA timed out again
>>
>>570491916
>>570493017
Better get to mining :D
>>
>>570491916
It was good, but only before he went full schizo and wanted to rebalance the entire game to be more hardcore
>>
why play btw when Create exists at this point
>>
>>570493329
I am mining. I'd rather pan in Vintage Story for 4 hours straight.
>>570493336
Flowerchild hasn't worked on this mod in a long time, and he'll never work on it again. It's still dumb that I have to make scissors to harvest hemp, forcing me to decide between making an axe or another tool
>>
>>570493568
I'm playing BTW because I wanted to see if it was better than I remember from playing it 13 years ago. It hasn't changed much, other than the addition of a horrendously tedious early game (moreso than the original).

I feel like the more apt comparison would be TerraFirmaCraft, which is one of my favourite mods of all time. TFC good.
>>
Yeah I dunno it didn't start being fun after a couple hours of trying my hardest to do it right. BTWCE has a lot of effort put into it, but it feels like all of it has been misallocated into making every process as frustrating in the most unsatisfying way possible.
>>
https://www.curseforge.com/minecraft/mc-mods/artifarts
damn so this is the power of nuversion modding?
>>
>>570497639
Absurdly kino, imagine not being able to enjoy a laugh with the boys
>>
>>570493201
>after I disabled the chunk pregeneration
Ok I have no idea what is causing this. I’ve never had it myself. I’ll check the log files for 19:45UTC I guess. Hopefully it goes away in 1.1.

>>570493915
>>570494375
If anything, Better With Mods on later versions (1.12.2?) is a more tweakable experience, but even then I gave up on trying to use it for all of its hardcore bullshit.
TFC did the hardcore stuff better, and Creste did the mechanical power stuff better.

>>570497639
Children’s game. I’m much more insulted by pinkpillers than haha poopy kidslop.
>>
>>570497639
I love mods like this. I hope someone makes a 1.12 backport.
>>
>>570497639
silly mods are good and and a natural part of any modding ecosystem, actually
if that part of modding dies then that is because everyone's just trying to make money and don't care to make silly shit on a whim
>>
>>570497639
>AI generated description
even the funmods are slop now
>>
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>automated syringe manufacturing
we californiamaxxing now, boys
>>
>>570291763
which mod is this? I'm new to tech mods
>>
>>570504373
there's 3 different tech mods in that picture.
The big tank, scaffolding, and pipes are immersive engineering. The sap extractors are thermal expansion. The round drums are from extra utilities.
>>
>>570504853
thank you anon, I just somehow really liked the cohesive whole there
>>
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After unlocking bioplastic production, I am now able to mass-produce lab-grown chicken laden with microplastics, which I intend to batter and then fry in a vat filled with seed oil in order to produce the ultimate zogchow.
>>570505118
no worries, I was also kind of surprised with how comfy the tree farm came out. I think the sakura trees are doing a lot of the heavy lifting, though.
>>
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so i have an autistic shopping list of, i guess, concepts and aesthetics i'd like to play:

>alien automation (tekkit, redpower)
>soviet military industry (think voltz)
>armored core 6
>computer craft
>blood magic
>thaumcraft
>computercraft
>horror mobs

are there any modpacks that fit these criterias?
>>
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>>570476018
>>570478343
Actually, Reika's Satisforestry mod adds renewable oil. You just need to survive this hellscape and build the multiblock structure to pump it. Dunno how I'll do without any teleportation method at the moment, this thing is 8km from base
>>
>>570507986
that's so many different and clashing themes/genres that you're better off making it yourself
>>
Gtnh won, create troons lost
>>
>>570514118
:trans_flag:
>>
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wallsharing 4 of the new extruder multi
:trans_flag:
>>
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>>570514204
this is what the singular version looks like
It's cool
unfortunately it's like 20% faster than the old version (sometimes) despite having a 320% larger footprint
>>
SIA timing out again
>>
>>570514204
Does anyone actually play GTNH as intended? Everyone mentions cheating in healing axes and disabling mods and playing in peaceful which makes me think people would sooner cheat the blocks in than wait thousands of hours
>>
>>570516116
yes it's really not that bad

>healing axe
this shit sucks until you reach lv / mv so I don't blame them

>disabling mods
you can't really do that, the only mods you can disable are shit like craftprescence or defaultserverlist which add discord or servers to your client they're annoying as fuck and doesn't affect gameplay. you can't disable gameplay mods like thaumcraft or botania.

>playing in peaceful
that's gay unless you're doing a challenge run. mobs are annoying until HV, and then they become once you reach EV because the game turns into a semi-creative factory building simulator with AE2. mob repellators disable monster spawns all across your base (which is where you'll be spending 99% of your time). disabling mobs at this point unironically makes the game harder because you can't capture mob souls for spawners and farms.

>cheat the blocks in than wait thousands of hours
you're never waiting thousands of hours, the only times you're waiting long is when you send a LOT of stuff to craft through ae2 or late game (which is still unfinished) and each eye of harmony block takes like 2 hours to craft unless you send a gorillion eu/t through your assembling lines. most of the time spent is building chemical lines, adding new machines, wiring shit up, etc.
>>
>>570516116
i dunno about cheating in healing axe but people sure do rush it through this or that cheese strat
mostly i know every single person turns off pollution
>>
>>570516116
i keep mobs on because then i get to feel properly safe in my mountain home
>>
wake up its time to leave dreamland
>>
>>570516116
I disabled pollution and that's it
I'm trying to transition from HV to EV and go from just having AE2 be a big chest to having actual automated infrastructure and I can make a healing axe at this point
But I haven't.
>>
>>570516116
You have to be autist gaylord to play it as intended.
>>
I haven't played minecraft in years, but recently i stumbled into videos showcasing the create areonautics mod that lets you have these massive mobile bases. I love mobile bases. They are one my of my favorite things. I might try to get into it again just for that, although i'm really not sure what to begin with
>>
>>570535279
You could just get Create and Aero and give it a go. It's not like there's modpacks around mobile bases yet. Get in there and experiment with the mechanics, it's neat.
>>
>>570535671
was thinking of maybe grabbing something that generates floating islands to go with it, or maybe some mods that encourage exploring really far away from spawn (to make better use of the mobile base). Any recommendations?
>>
>>570536038
terrain mods like terralith have massive biomes with mountains and shit that you need vehicles to comfortably cross, i think it's compatible with all the popular biome mods
infection mods consume everything and encourage nomadism
try sky villages btw
>>
Flying islands shouldn't be static terrain, they should be moving dungeons, villages or even bosses
We have the technology why hasn't it happened yet?
>>
SIA fork guy here, I found a kinda consistent time out that I'm not sure you guys on SIA are also having. Wandering trader with maps can cause a pretty big spike due to maps locating. I'm using async locator already but some structures can just be so far outside of generation that the server times out and since traders are fairly consistent after the first whatever hours that might whats causing SIA to time out as well.
>>
>>570536038
My server (Sprockets, Islands, and Airships in the OP) uses Skylands Over the Sea as its terrain generator, its author Klinbee has a few other datapacks that do variants on floating island terrain. Though datapacks for terrain do have issues playing nicely with other terrain generation mods, IIRC there's a new floating island terrain generator mod that shows up when you search "aero" and sort by newest on modrinth that looks kinda neat.

Or you could join the serb, it's kinda stable.

>>570538563
The horizons of flaot gameplay are only beginning to open up to us. I suspect minecraft will never be optimised for enormous moving islands.
Man, I love stone ruins and cypress trees.

>>570538865
Ah, that might be my problem. I know I've had troubles with treasure maps just not showing up. I should probably disable that wandering trader map mod then, it's not exactly a necessity.
>>
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>turns 1 glass into 2 sand
>>
>>570538146
>>570540414
I'm currently looking at Terralith + Tectonic, maybe mixed with some flying island mod if compatible, and then splicing in Cataclysm and other dungeon mods? I mean dungeon mods feel cool in theory, finding these explorable megastructures to the game but at the same time i've donwloaded some shit ones in the past so idk. I can imagine it though, traversing the wold in my airship, stopping for resources, finding dungeons to delve.
>>
>>570543724
I don't know much about dungeon mods at all. In principle a mod that incentivises exploration is good, but a melee combat focus for the game has always felt lackluster. Mob and dungeon loot never balances that well alongside a tech mod like Create, I tend to find. Messing with loot tables isn't that hard via datapack though.
Be well aware that aeronautics needs a decent amount of gameplay before you have the resources to make a basic airship or plane, in my server I added starter airships for players.
>>
>>570538146
>>570543724
If you're willing to go down for some autism, a customized Modern(er) Beta preset is a good idea, too.
>>
>>570544207
Yeah i'm going to just spawn in starter airships. And i agree that minecraft's combat sucks, but in my personal experience it can be made a lot more fun by adding gun mods, which is what i usually do. Does it fit? Not really, but i like shooting things.
>>
>>570544443
Oh yeah I love gun mods. Scorched Guns is a comprehensive dungeon + gun mod, but it's stuck on 1.20. I like TACZ's Great War gun pack, for its single shot rifles and revolvers, but TACZ has some strange interactions with Veil (a mod packaged with Sable) so be sure to do testing if you're using TACZ. TACZ does have a compatibility patch so its rounds will hit Sable sublevels, I think one or two other gun mods also do, so be sure to pick one of those.
>>
>>570439741
>iris update is now downloadable by sane people
>but Separate Sable Render Distance has yet to update, and has to be rempoved not to crash the game
>sable 2.0 changed something that has some other crash with a sable addon
yeah i think i'm just gonna leave sodium and sable on their previous versions
>>
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Is SIA still timed out? Usually it reboots after a while but seems to have been stuck for hours. Might need a manual restart unless it's a connection problem on my end.
>>
>Some random pig gets set on fire and rams his fat ass into my Silverwood tree which proceeds to instantly completely burn down in the couple seconds it took me to notice
Fucking swine.
>>
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Swam into this fella earlier. Little did I know it was just the beginning.
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Things got so much worse.
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There were three of these guys, and this boi's the one who got me.
>>
>>570547217
The young thaumaturge. Angry. Hurling blame and insults at an innocent creature. When he himself is not in control of his immediate reality as he should be. This should be naught but a minor setback in the grand plan.
>>
>>570540414
Also you probably want to include Krypton FNP re:timeout stuff
Also I managed to resolve the wandering trader situation by replacing async locator with structure essentials. I think someaddon mods range from placebo to redundant at best this one really seems to do the exact work I'm looking for.
>>
>>570557140
I'll look into Krypton FNP. There's a timeout right now but I'm pretty sure that's because I prematurely upgraded neoforge and apparently that's a bad thing.

I don't even have Async Locator, I'll look into both of these.
>>
Oh and my IP webpage now has links to download server logs.

When I took down the server to downgrade neoforge again, it said there were two players online, but I think it was wrong. Anyhow, it's back up again. For now.

>>570558228
>>570558228
Well those mods aren't crashing so they're probably fine.
>>
Any new decent horror mod/modpack?
>>
>>570558228
I think I recall you saying you got linear bearing working at some point, does that really run on a server? I'm trying to run it now and the server will not boot saying linear bearing is trying to do clientsided stuff on the server
>>
>>570561497
I haven’t tested any of the new mods on a server. I probably should install a server locally on my desktop for testing, huh.
>>
>>570543563
+20% speed bonus for you! Be happy! We made the structure cost 800% more to make! You should be GLAD it's faster and unwallshareable!!!
>>
>>570561806
oh a hunch I tried some previous version of the mod. 1.3.2 runs on the server so its something the guy added after that. and frankly all I wanted was the bearing anyway so I'm fine with that version personally
>>
Call me weak but I prefer magic boxes with reasonable resource requirements. I am sick of GTNH and regret playing it for nearly 700 hours.
>>
>>570565632
Elaborate.
Also you are weak.
>>
warning, possibly a stupid question
Haven't played in a year or four and even before that I never really moved past 1.7.10. Been thinking about having a new, fresh experience with a simple-ish modpack on 1.20.1 or whatever just to see how the game is like nowadays. Any recommendations?
>>
>>570566052
or like 1.21 or 1.22, whichever is shaping up to be popular now
Just wanna get ready for when new thaumcraft comes out hopefully this decade
>>
I need help whenever SIA owner is around, I (Krallen_) seem to have logged in at 2mil x 2mil, which as far as I can tell is completely void. I need a TP to spawn or to anyone who's online
>>
SIAerb is dead again :(
>>
>>570566052
If you're okay with createslop, I like CABIN, it is pretty simple I'd say. At least compared other stuff you'll find in that genre.
>>
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Ready to make some tungsten
>>
can Fable make mods/packs yet?
>>
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4 microturbines geared correctly for max efficiency jet fuel production
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>>570497639
that's actually sovlful modding
>>
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back on TFC, I installed Mantle Mountains and set it to 4.0. I'm only halfway up the alps at the minute.

Big ol' rocks
>>
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>>570582647
>>
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What is the purpose of having a generator contain 240 cubic meters of fuel inside it, enough for 16 hours of continuous operation?
>>
>>570583194
>enough for 16 hours of continuous operation
my god it's just like me
>>
How do I stop killing SIAserb
>>
>>570585502
A few players got teleported to some void area that makes the server freak out, we just need to TP them back to spawn or something
>>
>>570565632
Just play Nomi/Monifactory
it's gtnh but not dogshit
>>
>>570572772
i'm still at the stage of figuring out wtf is a create
but whatever, I just downloaded All the Mods 10 and I'm gonna figure this stuff out as I go
>>
>>570592031
Create is a tech mod or THE tech mod for some people.
>>
>>570544443
>>570544687
for me it's vic's point blank
>>
>>570261992
flaxbeard
>>
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Mining bedrock
>>
>>570592031
>>570592347
create became really popular because its contraption system lets you build mechanically complex structures with ease, little redstone experience required
gears and axles and shit aren't new; create wouldn't have become half as popular if it was just that
>>
>>570573391
Same but in GTNH
>>
>>570592347
Create becoming THE tech mod ruined modded minecraft
All memeversion packs are worse because of it
>>
You can tell when someone is a brownoid by how much they hate mods like Create. Absolutely no creativity or intelligence going on in their brains, just want to do the same retarded research minigames and ugly ass multiblocks over and over without having to think of solutions to things.
>>
You can tell when someone is a brownoid by how much they love mods like Create. Absolutely no creativity or intelligence going on in their brains, just want do the same retarded gears and shaft shit and make things spin over and over without having to think of solutions to things.
>>
>>570603145
show us your unique infusion altar, bro
>>
>>570602367
>>570603145
/mmmcg/ (modern modded minecraft general) and rmmcg (retro modded minecraft general) are just around the corner, I fear. Along with /GTNH/ and /aero/
>>
>>570604084
Ah, I see where your mental illness lies
You think that if you didn't build a giant rube goldberg doohickey contraption to crush basic ore to dust yourself it's not interesting
My condolences for your mental affliction
>>
>>570604580
the funny thing is I play both, it's just thaumtards shitting their pants about Create
>>
>>570605072
Create is too vanilla adjacent and as a result has dragged everything down to be "more vanilla"
This is boring.
>>
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>>570605072
I'm not convinced that the threadshitters play any version of minecraft. I think they just come here to fuck with the thread and see if they can spin it off into increasingly niche (and increasingly dead) subthreads, like asukafag.
>>
see unlike you guys im white so i can just ignore posts i dont like since whoever disagrees with my current opinion (both are good) is a 70 IQ subhuman goycattle who would have been euthanized years ago in my reich
>>
>>570604580
Oldversion fags have nothing to talk about except shitting on new versions. They could not keep a thread alive for 50 posts. The only reason we tolerate them is because they bump the thread during US afternoon hours. Which tells me these folks are either children coming off school or, more likely, lardass neets that only wake up at 2 pm. In any case the nuversion frens seem to mostly be euro or asian, with some exceptions of course.
>>
>>570605998
Anyone who approves of 1.14+ restyle should be put down on the spot
>>
Createcattle getting uppity again...
>>
I just need to build some proper power generation infrastructure and then we can build out things properly
But I need a proper amount of stuff to make a proper powergrid, which requires more power
Vicious cycle!
>>
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finally broke 1,000+ BTC. I think I'll buy a bored ape with it
>>
1.7 chads winning
>>
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We liberated a village last night. This cyclops didn't last long.
>>
>>570617603
which dino mod is that
and why is the cyclops in some random cave
>>
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>>570621423
Dino mod is the Dawn Era. I've got it configged so the dinos have way more health and do more damage than the base mod has it and they spawn more rarely. I've ran into maybe 10 rexes despite playing this world for a month and a half.

The cyclops was a wondering nomad and I found him when I ran into the village on my own; the rex was back home still. The cyclops saw me and chased me but fell into a giant pit in the ground and ate some villagers down there. I guess he walked around and went into the cave at some point.
>>
>>570568543
Ok I've gone into the nbt file and changed your coords to your spawn point. That should have been a one-off bug, the other two online at the time of the server freeze had normal coords. If you've got a missing ship somewhere, I could help you with that.
>>
>>570623031
You remind me of when I was using a dinosaur mod in the Aether II with Valkyrien Warfare back in 1.12.2. Maybe I should add dinosaurs to SIA, lmao.
>>
>>570624883
What dino mod did you use back then? Fossils and Archaeology? And what's SIA? Is it on nuversions? Dawn Era is for 1.20 and up.
>>
>>570626309
SIA is on 1.21.1. Can't remember what mod I used on 1.12.2, all I know is I tried to use InControl to have the dinos spawn in a certain biome, but they were spawning constantly like hostile mobs, and didn't despawn and didn't use the hostile mobcap like passive mobs, so was filling the world up with more and more dinos until it lagged real bad. Fun times.
>>
>https://www.curseforge.com/minecraft/mc-mods/mob-dismemberment-fabric-neoforge
>https://www.curseforge.com/minecraft/mc-mods/mob-amputation-reborn
some classic mods got nuversion ports but the mod descriptions and rate at which he's pumping them out indicates he's most likely using ai to do it
seems he can't fix a major bug with mutant mobs though
>>
>>570628783
>Israel forge
>>
>>570547354
>>570547549
>>570547737
How tf do people kill these things early game? Are you supposed to never cave underwater?
>>
>>570629860
sloppers don't post on modrinth as often i think
>>
>>570630159
bow
>>
>>570630159
They're a little rare but maybe not rare enough for early game, but they only spawn in deep oceans. You can use a bow like >>570631884
said, or if you want to cheese the fight entirely, you can lure them to land and let them get stuck. If you're in the ocean and have something to jump on, they'll stick their heads up and eventually start suffocating. You can just let them die that way or take potshots as well.

Warning, none of the dinos in the mod drop anything except triceratops I think, you can make a saddle with its horns and netherite. Dodos drop dodo meat, and there's one dino you can make a dino burger from its meat. But the rex, ceratosaurus, the sachicasaurus (the big spooky water boi), don't drop anything except xp.
>>
>>570628505
Did you have to clone the dinos from fossils, or did they spawn in the wild? Most dinosaur mods I know are only for nuversions, but I know Fossils and Archaeology's whole thing was cloning dinos, and there's some mods that use that gimmick today as well. I prefer Dawn Era because the dinosaurs are already part of the world and you have to deal with them, and I like the models and animations. I really like Ice and Fire for its dragons, and most folks consider it the definitive dragon mod. Whether you agree or not, Ice and Fire has sort of a stamp of quality among dragon mods, and IMO Dawn Era is the dinosaur equivalent.
>>
>>570632732
In some way I do like the idea of enemies that don't drop anything because it serves two purposes, early game incentives you to be clever to avoid them, and late game they're not clogging your inventory with useless shit. In practice, combat in Minecraft is shit on either case. I wish there was a good mod that added a skill tree system as reward for fighting mobs or something because there's a point where is useless noise.
>>
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>>570633596
I've never been big on Minecraft combat. I'm very normie about it, swinging swords and shooting arrows suits my needs. There's mods these days that add so many extra combat animations, and I feel like a boomer seeing them lmao.

For the dinosaurs, I've reached a point where I just like watching them. As long as you're inside or can jump up high enough, you can basically get away from the rex and the other meat eaters. The sachicasaurus spawn close to the sea floor in the deep ocean, so you can kinda avoid them altogether even if you're swimming or sailing and see their silhouette in the water. I usually only get attacked by them if i willingly swim down toward them. Other than that, they're just cool to watch, they swim in circles and will attack squids, i find it kinda cute. Rexes and other dinos lay down and go to sleep at night.
>>
>>570633538
Looking around I think it was Fossils and Archeology, but it's been like 7 years.
>>
>>570623570
I believe another player was saying he was stuck in the same place, Oneballhero or something like that?
>>
>>570280037
what about it
>>
>>570637561
Ah, his name is OneBallHero69, lmao. Fixed now.
>>
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I really need to make more LCR's and EBF's I keep attaching temporary processing stuff onto it
>>
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>>570640257
>>
>>570640936
Fuck lawnbasing, lawncramming is where it's at
>>
>>570640257
congratulations! this is terrifying
>>
>>570430673
Normal people don't play like that. Nobody is making you log in to some fucking retard's shitty dysfunctional server
>>
>>570454336
Fucking this, anyone who doesn't have infinite free time in university is just never going to achieve anything fun unless they drop out of society and proceed to NEET or something
University is when you have the absolute most freedom and free time. Just attend the few lectures you need, cram the coursework whenever you feel like it, and do whatever you want with 90% of your time. Then you get a job and you're expected to actually be productive for 40 hours a week, you come home and feel tired, you wake up and go to work, you come home and feel tired, you wake up and go to work,
>>
https://youtu.be/oS2O04kkmZ4
>>
>>570561846
>and unwallshareable
This is the biggest fucking sin. Just crafting a bit more stuff is almost whatever, but the inability to intelligently scale your production by merging multiblocks together is gay as shit. It, along with the freeform bus placement, are almost the defining features of greg.
And for that matter making a massive fuckoff structure also kind of makes bus placement irrelevant as well because it's going to be on its own fuckoff massive pedestal somewhere and also 90% of those blocks are not casings and can clearly not be replaced with busses. Looking at it I bet you get to choose where on the central ring (but only 1st or 3rd layer, not middle one) your busses go, whoop de fucking doo. And wherever it is, you're gonna be wiring pipes or cables or whatever to them anyway because again it's so fucking huge and has scaffolding garbage on all sides so it's not like you'll be making a compact setup with this.

It's just a fancy sculpture at this point, not an interesting machine to build
>>
>>570603145
Nah my issue is >>570605174
It's also basically budget factorio in minecraft and I can literally just go and play factorio instead

That said I don't really threadshit or post about it, I just ignore most of its discussion
>>
>>570640257
See I fucking love spaghetti but these "temporary" setups scare me, are they designed to all operate together? Or will they instantly clog if you try running several of these "temporary" ones at the same time on the same poor EBF?
Spaghetti is awesome when it works forever, but it's terrifying when it's rickety and will break if you do the wrong thing and then you have no idea how to fix it

Also are those EV conveyor belts on drawers lmao
>>
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They used to be wolves
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>>570648073
What mod did you use to convert them?
Do they do anything special with their wolf ancestry?
>>
>>570648073
are they better than wolves now?
>>
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>>570649534
>>570650791
No, nothing stand out from regular villagers. They are just your average reskinned villagers, so make that of you will.
>>
>>570452985
Yeah I was going to include it, but in testing just now it wouldn't load onto a server at all. Also it's apparently incompatible with AMD graphics cards. My desktop server testing seems to conclude that the server is stable without it, so I'll try to push for an update tonight.
>>
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SIA version 1.1 is up!
The new modpack is ready to download, just grab the Distant_Horizons_server_data folder from your old instance and move it across. Your options.txt might be a good idea too.

Performance may be worse, hard to say, I'll be monitoring for improvements I can make.
>>
>>570661079
http://http://34.42.129.221/
For any who missed it. The webpage is slightly more useful now. I'll see about allowing people to browse the server structure in the web browser too.
>>
>>570661761
>>570661079
Very nice. Hopefully the freezing was solved in 1.1. Also excited to try out ore excavation, finally get some zinc for copycat spamming.
>>
>>570662741
>can't shift + space after updating
>see default rail grinding controls conflicts with default keybinds
>visits mod page
>"See ai_disclosure.md for AI-assisted code development disclosure."
Slop-on tier Addon
Besides that performances does feel slightly off, I'll play more later
>>
>>570665134
Time to replace the mrpack file again I guess. And investigate getting a lag profiler.
>>
>>570665990
How are you holding up being stuck in perpetual modpack tweakhell?
>>
>>570666281
Could be worse, it's only a game and I work part time. Designed an IRL circuit board for a guy's business a year ago and he's sold it around the world, got word the other day that one board died. Pretty sure he just wired it up backwards, but just imagine if those were real consequences of my own actions and I had to manage iterative fixes remotely, with lead times and costs and liability and all that shit. Got closer to that when all my prototype boards were unreasonably fragile to mosfet shoot-through, but I did enough testing that I definitely caught the issue before deploying. Stayed up late etching a hand-drawn circuit board to stack atop the faulty one to make it reliable enough for a demonstration prototype before a proper revision could be ordered, but the whole fiasco made my parner pretty sheepish towards solid state solutions.
>>
AHHHHHHH GTNH FUCKING FULLY RELEASE THE NEW UPDATE I WANT TO PALYYYYYYYYY
>>
Anyone have any recommendations for investigating or fixing performance on 1.21.1 Neoforge? There's a lot of mods to try.
For investigating performance, I've found TPS and ping monitors, but no proper lag goggles or equivalent.
For fixing performance I've found:
>ServerCore
>PacketFixer
>Create: LazyTick
>Free Server Saver
>LagShield Ultimage
>Does It Tick?
>Async
>NumFlux
>NoisiumForked
>Redirected
>Saturn
I guess I'll try them out on my local server instance to see what works.

>>570665134
>>570665990
Left-alt + space seems to be a reasonable keybind.
>>
>>570669692
Never mind I'm retarded and somehow missed out on Spark and Observable. Should have filtered by Utility instead of Optimisation.
>>
>>570513710
time to build a pipeline
create pipes needing a pump every 8 or 10 blocks is bullshit by the way
>>
>>570670082
Do they? Just another reason Create torque requirements should be more dynamic. A pump should be able to pump much longer distances, but require more torque for a given speed compared to a shorter distance.
>>
>>570672179
You can config it but yeah this is probably the most hated systems in Create. Aesthetically you're better off with a little train driving barrels of fluid up and down.
The torque system you're describing would give players an easy way to absolutely wreck tps with constant fluid network updates. Seems like a bad plan.
>>
>>570645804
No they're HV conveyors, 1 stack/sec
I love spaghetti too, really scratches some weird itch in my brain
It's atm just easily switchable for setups, the things I'm running don't easily overlap in processing time so it needs to be run sequential and the setup must be adjusted
Imagine the spaghetti if I jerryrig the sole LCR to do some plat
>>
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>>570513710
I like the idea honestly, infinite resource nodes in a dangerous area far away
But the rest of reikas mods & pack is a little uhhh, schizo
>>
>>570677241
and suddenly the reason why all of reikas mods are fucking dogshit is revealed
>>
>>570676891
Use filtered conveyors, they can be configured from down to a stack per tick
>>
>>570676891
>they're HV conveyors, 1 stack/sec
But why, what are you processing at a stack/sec
I'm closing in on EV (nomi) and I'm still using LV conveyors and pumps for everything
>>
How are we fading gtnh 2.9 bros?
>>
>>570677241
what the fuck since when did reika troon
>>
>>570683695
Nothing, I just like gigahoppers, thing should move items fast when I watch the inventory
>>
>>570683801
the instant he was born is what trannies will tell you
>>
minecraft link
>>
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>algane adds a redstone toggleable block that shoots photon torpedoes in a set direction
>decide to try out valkyrien skies to make a scifi bomber
>VS cuts my frames in half and makes it so that I have to break a block 15 times before it drops
suffering
>>
should i start gregtech or vintage story_?
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Other mods that works with Cobblemon flawlessly?
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>>570687182
do you want a ton of tech and machine autism with intense automation or do you want early medieval autism with a lot of manual busywork
they are completely incompatable experiences so this should be relatively easy to answer
>>
>>570687446
well i was under the impression that gregtech moves from medieval autism to machine autism but takes a while to get there
>>
>>570687639
gregtech itself is a tech/machine mod. early game you will be hammering ingots into plates with a hammer in a crafting table but that's not really "medieval autism", it's more like
>you got isekaid into a brand new world and have to recreate all technology from scratch, so to bootstrap your fully automated industrial empire you have to hand-craft your first few bootleg circuits and machines

now GTNH is a greg modpack with a TON of other stuff added on top of it and the early game ("stone age") is a lot more autistic than normal greg, however even there 90% of the autism is just survival crafting trying to stay alive, rather than any kind of medieval autism
also it's like 0.5% of the playthrough, as soon as you have a stable source of renewable water and some basic resources gathered you end up in the steam age and from there it's all machines (steam age does NOT mean steampunk either, it means you're bootstrapping your industrial base with shitty hand-cludged steam machines as a stepping stone to electricity generators). and anyway that's just in GTNH which is one specific modpack that includes greg (it also includes a shitton of unrelated garbage like every magic mod in existence)

meanwhile vintage story has shit like windmills, autistic mining systems, autistic medieval-style forging I think, etc.

a better comparison is TFC, in fact I think VS was inspired by TFC (in the same sense that Factorio was inspired by Buildcraft), that mod is actually about autistic early-game/medieval-style technology rather than bootstrapping a fully electric and modern industrial factory
>>
>>570688134
oh i see, i didn't know new horizons was a seperate thing. i think i'll play vintage story for now thanks anon
>>
>>570688384
There are packs that combine the medieval autism of TFC with Greg
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>>570688134
God i'd kill for vintage story to have simple steam machines
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>>570686760
guess I'll have to finally get around to relearning crafttweaker so I can disable a recipe in my pack that conflicts with the davincis vessels airballoons, which will let me finish building this derpy little airship here.
And then every time I want to shoot the photon torpedoes, I'll have to awkwardly maneuver my ship into place and disassemble it, place all the components needed to fire the lasers, then break all the laser blocks again, reassemble the ship and fly to another spot, rinse and repeat.
Man, that's just gonna be... so cool...
>>
>>570688384
honestly this is the biggest damage GTNH has done
it's the most popular modpack with gregtech, but it's still just a modpack, and for some reason it has become synonymous with gregtech as a whole in the minds of anyone not particularly familiar with this stuff (not just you, I keep seeing this point of view repeated everywhere)

it's not even a solely gregtech modpack, since it's got hundreds of mods, yes gregtech provides the core "progression" of the modpack but there's also mandatory magic mods like I said and other stuff which are also needed for progression, and there are so many hundreds of mods that you can often do a lot of shit that's not greg-related or even bypass intended gregtech mechanics by using some weird shit from another obscure mod out of the hundreds the pack throws in
but it's popular and has greg in the name so now people think that that's what gregtech is

anyway enjoy vintage story and maybe check out TFC if you wanna play minecraft later (I've never played it but like I said I it's a lot more primitive/medieval oriented and much more similar to VS)
>>
It's so weird I can connect to the server but can't enter my own singleplayer world in SIA 1.1
>>
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got this mob spawner with 6 2x2 cobble stones platforms and oak sign edges over tricking the mob spacial perceptions to water pushing to a falling prism with hoppers at the bottom, the mobs are not spawning at the top of the platforms, why is that? not dark enough?
>>
>>570694004
Are they not spawning at all, or just very slowly? Where are you afking? There's a minimum and maximum radius around the player for spawning. If you've got caves around the mobcap might also be filled.
Try AFKing 128 blocks in the air, so that the platforms are the only things within your spawnable sphere, removing the ability for mobs to spawn in caves or on the surface. See if you get anything.

Also unrelated but this looks 3 blocks tall, you might get endermen spawns griefing it later (unless I'm misjudging the height)
>>
gravitas2 or terrafirmagred
>>
>>570694004
Are you always more than 24 blocks away?
Anyway, even if they did spawn they're not going to walk onto signs to fall into the water, signs are not solid blocks so they just see empty air. Maybe they will get pushed around a little bit by other mobs on the same platform moving a block or two.
You need open trap doors over the gaps. Those will look valid for pathfinding but cause them to fall into the water.
>>
>>570688134
> in fact I think VS was inspired by TFC
More than inspired.
>>
> https://modrinth.com/news/article/joining-spark-universe/
we must return to the promised land of the jewforge
>>
>>570688134
gtnh does actually have a windmill multiblock as a steam age multi grinder
it's pretty good in terms of throughput but managing the sails is annoying since they use durability even when you aren't processing anything and there kind of isn't a lot of reason to just make a steam grinder multi instead
>>
>>570697039
yeah but like isn't it made out of bronze? I haven't played GTNH but i'm assuming given that bronze is the steam age casings mat
medieval windmills were built out of stone and wood. a bronze grinder multiblock is probably unironically closer to a wind turbine than a historical windmill in terms of aesthetic

also yeah having an actual steam grinder available at the same time kind of settles the actual "tech level"
>>
>>570694770
Yes it's 3 block tall, the over platform are is 3 blocks tall ender, the entire chamber is 5 blocks tall counting the watered roof, didn't thought about endermans picking up chamber blocks before
>>570695501
damn I wasted much time placing those oak signs, do trapdoors work to trick their spatial perception into falling to the water flow tho? they walk though it? if so I will change the signs at the platform edges to trapdoors
>>
>>570696987
wtf he's only 19?
>>
>>570697372
it doesn't actually need bronze, just wood and a lot of clay
plus, uh, whatever you need for the shaftbox. it's been ages i don't remember, that might need tin or something
>>
>>570698185
Oh yeah fair then, sounds like a legit windmill maybe
>>
>>570272872
>engender mod for mobgirl breeding
Doesn't only work on vanilla mobs? Can it work on other mods too like grimoire?
>>
>>570697731
>do trapdoors work to trick their spatial perception into falling to the water flow tho? they walk though it?
Yes
>https://minecraft.wiki/w/Trapdoor#Barrier
>Mobs consider all trapdoors closed, resulting in pathfinding mobs falling through open trapdoors.[2] A player can take advantage of this behavior to construct mob traps.
PS the water channels aren't going to work for endermen, they will still fall into it but they will teleport away. Which isn't too big of a deal since they will remain passive until you personally look/hit them but you may want to just make the spawning area 2-blocks high so endermen can't spawn.
>>
>>570700146
only mobs from engender
those are based off vanilla and some story mode mobs, although story mode mobs are mostly reskins
also, most but not all vanilla/story mobs have mob girl forms since they're mostly based off of at2's designs (see picrel)
>>
>>570701456
fuck, FUCK, breeding sex, pass, pass, gentle fuck, fuck, pass, pass
>>
i just started gtnh, 3 hours in i got to make my first coke oven. this game definitely does not respect your time goddamn. its definitely a serious investment and i dont know if i should switch to another modpack.
>>
>>570703121
If you do not enjoy the grind, and you want a modpack that does respect your time, then yes.
>>
>>570703498
but whats weird is that i enjoy the process, is there another modpack that does something similar?
>>
Is it over for modrinth? Who are these spark guys are they good or bad?

https://modrinth.com/news/article/joining-spark-universe/
>>
>>570703121
Yes, the entire point of GTNH is to not respect your time. Completing GTNH (or even reaching some checkpoint partway through) is meant to be a bragging point, letting you show how many hundreds if not thousands of hours you've sunk into playing a single modpack.

>>570703892
Depends what you mean. Gregtech in general? Nomifactory gives a nice gregtech progression experience without any of the extra bullshit, and can be completed in 300-400 hours or so, unlike GTNH's 1500-5000h.
But in the first 3h of GTNH you probably didn't do any actual greg stuff really. If you liked that part of the gameplay in particular, you could look into shit like TFC, which is a much more low-tech mod than greg and focuses a lot more on manual low-tech industry rather than building a massive sci-fi factory. (Or play vintage story for that matter...)

If you specifically enjoyed the idea of working your ass off to make a tiny bit of progress, and the reward after the grind, then well, you need the grind to be able to get the reward. Apparently the reason people still play GTNH is because of the dopamine of being able to finally advance and improve your tech after 100 hours of effort, which is fundamentally not an experience you can get in a pack that would let you do the same thing in 15-20 hours.
>>
>>570704513
smells like private equity bullshit
>>
>>570704513
>essential mod creators
It's over, abandon platform.
>>
>>570705441
So it's a bad sell out then? What did the essential mod creators do, never heard of it till now
>>
>>570708393
Their main use is adhoc open-to-lan so you can invite internet friends to play in your world without needing to run a dedicated external server.
What they actual do is bring their own bedrock microtransextual shop into the game to predate on the wallets of retards.
The irony is they just got BTFO hard by vanilla because vanilla is about to implement peer-to-peer internet connectivity themselves.
>>
>>570146869
pack?
>>
>>570710093
>The irony is they just got BTFO hard by vanilla because vanilla is about to implement peer-to-peer internet connectivity themselves.
Probably explains why they also merged
Will be gigacringe if they add microtransactions or VIP download priority to modrinth then. I liked it because it's barebones, just the mods and not full of bloat like curseforge
>>
https://www.youtube.com/watch?v=BMuUflHBY7Q
>>
>>570710093
Now minecraft just needs to add a user mod browser to java.
>>
>>570704513
lmao, time to go crawling back to curseforge i guess
>>
>>570704513
/r/Modrinth has already been made private
now what the fuck am i supposed to do with all this popcorn?
>>
>>570704513
>half the announcement is apologising it's happening in the first place
>nothing will change i promise (this is not a legally binding statement btw)
Back to CurseForge, sure as fuck won't be supporting anyone involved with the retards who brought more MTXslop than there is on Bedrock to Java.
>>
Why is curseforge bad again? Because of the jews? Just use one of the billion forks of multimc that allows the cf api key and steal from them back.
>>
>>570720076
curseforge is infested with ads and overwolf is bloatware. also modders can block access to third party tool downloads but of course prism opens them automatically on your browser, and with a adblock + countdown speedup this is a complete nonissue

overwolf is an israeli company as well and you fund the IDF indirectly via ads and the guy in charge donates directly to the IDF but idgaf about the bickerings of sand people
>>
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>>570704513
Time is a flat circle.
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>>570704513
Sold their souls
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>>570713440
fuck yea. i love trains
>>
>>570713440
>perfectly horizontal smoke columns
it's sable time
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>>570720510
>also modders can block access to third party tool downloads
fuck i hope they dont do this with modrinth too
>>
>>570727447
A lil retarded, I imagine they'll fix it before release. Obviously with the smokestack on the sublevel it doesn't know it's moving, in the frame of reference of the sublevel it's all stationary. It's all relative, didn't einstein or some fag teach us that?

We now have 3 train related sable mods:
- Ferronautics, the real existing mod, jank as all hell but with some config tweaking it works
- Simurail, slickest of slick chink rail mod, very advanced railway mechanics but no clue when it's coming out
- Loconautics looks like it'll be middle of the road. Working well enough for all the stuff we needed Create Interactive for on VS2, like trains with cannons or crane arms on them. But no multitrack drifting or other crazy mechanics like in Simurail.
>>
>>570727447
>said horizontal instead of vertical
I'm not drunk enough to make this mistake, I'm ashamed of myself.
>>
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>>570704926
It's only bad when you aren't preplanning designs, the pack is genuinely one of the best if you aren't hard filtered by automation
>>
>>570730250
Nah.
I think there's two aspects to greg. One is "let's make the most complicated tech pack possible, where the player will be challenged to the utmost to build automated designs". That's a cool and noble goal. I would say that even the grindiness of various things can be justified to some degree, in that you're forced to make robust, large-scale setups at every step in order to be able to progress to the next step, because the sheer scale of everything necessarily prevents you from kludging through things with ad-hoc and manual setups (or at least makes it much more labour-intensive than just automating it properly). That's commendable.

The other is "let's just make the grindiest and most ball-breaking modpack possible, so that the stargate role in the discord can have the highest prestige and people can brag about having concquered thousands of hours of grind if they actually complete it", which is pointless unless you're a NEET and genuinely care about the bragging rights.
And unfortunately the designers seem to really focus on the second goal rather than the first. Magic mods don't contribute anything to the gregtech progression. Spice of Life doesn't contribute anything to the stone age progression. Pam's Harvestcraft is either cheesable or the most annoying shit ever, and contributes nothing to the automation progression. Infernal mobs are irrelevant to the automation progression unless you use retarded mob farm mechanics to cheese automation of specific things later in the game (like the retarded fucking exp bucket crafting system).

Even things like early steel taking five hours to smelt is not actually interesting for automation, because in the stone age you have neither easy renewable clay, nor easy access to item automation (not even hoppers). So it's not some automation or logistics challenge, instead it's literally just a grind check of "go mine out enough clay to build 10 furnaces" and "do your dailies of swapping in new stacks of iron".
>>
>>570691581
Did you disable terrablender when you made your single player world? Does it give you the datapack safe mode text? You should be able to check your debug.log file after trying to load the world and it should tell you at least something about the cause. Dump the log into an ai if you get stuck. If that doesn’t help, I may look further into it.
>>
>>570694004
that design is old enough to drive bro, it's very bad
the """new""" meta is having a roundish platformn and have a dispenser toggling on and off water every minute or so with this new and exiting thing they added called redstone
>>
>>570731105
I ran out of characters but tl;dr is that a pack that would stick solely to automation challenges would be worth playing if you had a ton of free time. GTNH often leans so heavily into the time wasting aspect that I genuinely believe it is only worth playing if you have absolutely WAY too much free time and want to enjoy being able to say that you sunk thousands of it into "le minecraft's hardest modpack".

And this is not even touching on the late game btw, which I've never experienced so I can't comment in detail, but everything I've heard about it is that at some point you've solved basically every automation "challenge" and the gameplay becomes just, plug in more multiblocks into your AE2 network, shove more pattern recipes in, and AFK for literally hundreds of hours for the endgame tiers. Not a particularly compelling "automation challenge".

In contrast something like pyanodon's for factorio is a genuine automation challenge if you want to bust your balls doing shit. It takes a lot less time to complete than GTNH does by most accounts (around 1500 hours or less), but also you basically never AFK, and never manually grind anything. The entire gameplay there is solving automation challenges, scaling up, and setting up production.

GTNH feels like it kinda wishes it could be the pY of minecraft, but instead it just got made into the grindiest pack possible. There's a genuinely fun and deep automation challenge in there but it's buried in so much wasted time doing busywork both early game and late game that it's just not worth it unless you have the time to waste.
>>
>>570719664
you KNOW it's bad when they fear the response from redditors
you have to fuck up real hard to make those cuckold sycophants turn against the poor corporation
>>
>>570703121
everyone that recommends gtnh is trolling
literally any other pack is better
>>
>Jai, Founder of Modrinth
he's indian
>>
>turns down $800k in funding and probably future funding rounds out of integrity or some shit
>"I didn't have time to manage it so I tried hard to find someone to take over, someone with real passion and understanding of minecraft modding"
>apparently they're just an mtx sweatshop with no scruples
Do you think the modrinth guy is plain retarded and gullible, or got paid off really well, or just got bored and gave up on le upstanding morals and sold it to the first bidder?
>>
>>570734014
see
>>570733936
>>
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>thermal expansion tree taps do not produce maple syrup when connected to maple trees, despite maple syrup being a fluid in the mod
>the team CoFH page for syrup says that it is totally cosmetic, unobtainable, and serves no purpose
my day is ruined. Why fucking add it at all???
>>
>>570734014
That post says he's a very young highschool dropout, I'd like to assume ignorance instead of malice
>>
I want a mod where you have to build a redstone computer in order to triangulate the epicentre of meteor airbursts, earthquakes, and supersized lightning strikes. You place sensors spaced apart and the computer uses the delay between sensor readings to calculate the relative coordinates of the event. Once you arrive at the location, maybe there’d be a boss battle, or maybe you’d just collect unique loot, that should be a config.

Hard mode would be to play with vanilla redstone (2nd generation computing) trivial mode would be to play with computercraft (4th generation), ideally you’d be manipulating whole registers (3rd generation). Or making funky analog computers, preferably with 8 bit resolution like in Project Red, not 4 as in vanilla. Which redstone and computing mods to install would be up to the pack maker.

To test your machine you’d set off test charges nearby, but it would also be nice to have some sort of mathematical analyser that will tell you what calculation your computer will perform, so you can compare that to reference equations.

Progression would mean making taller/deeper more sensitive sensor towers for longer range, moving them further apart for greater angular resolution, and moving from slower to faster wave detections. Sound waves travel slower than seismic waves which travel slower than lightning radio emissions, so for the same angular resolution you’d need to put your towers farther apart for a faster wave. These speeds would be tuned down to make it easier, probably in the ballpark of 2-32 blocks per tick. Once you’ve got a really sensitive end-game machine sensing multiple wave types at once, you could look for rare combination events (volcanic eruptions?) that have even rarer loot or tougher bosses.
>>
>>570734789
sensors probably won't work unless you load their chunks
have fun programming your mod
>>
>>570643652
Slop Youtubers do (general trend this shit server died last week) I realized soon it's all for the reactions and views.
>>
>>570731581
I removed like around half of the client mods and the issue seems to be somehow gone now. It looked like it was related to UDP thingy but I'm not sure what exactly fixed it.
>>
>>570734789
sounds cool but impossible to implement, since there is no way to stop someone from getting what needs to be computed, export it to a program outside the game and then retrieve the already computed data, so anything that can connect to the web, or be interfaced by a player in a reasonably automatable way (text input) is probably going to make the whole schmuck useless

I've always wanted a pack that forces you to use LOGIC logistics (instead of item/fluid logistics), such as the computer mods, integrated dynamics + scripting but no tunnels, or this mod I found just a few days ago https:// SHITRINTH .org/mod/little-big-redstone (looks very promising but I have never tested it)
>>
>>570728657
>Simurail
couldn't find anything about this, do you have a video or something showcasing it?
>>
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>>570734773
maple syurp-induced consternation aside, the additions to the industrial tree farm look pretty cool though I think
>>
>>570736181
And tangential to that but when looking for programmable computer mods that aren't CC, OC or TIS-3d(this being the coolest of the 3) I found https:// JEETRINTH .com/mod/nodeworks

Looks like a cool AE2 like but with scripting integrated, it's a shame it's only for post1-versions
>>
>>570735287
They’d be in render distance, no more than a hundred blocks away or so from the player. But proper bilateration requires that your sensors are far enough apart that they can detect the curvature of the wave. If the impact was 500 blocks away, the sensors would need to be significantly further apart than 30 blocks. Below 30 blocks it looks like a plane-wave coming from infinite distance.

Bloating world size would be an issue, so instead of travelling to the location, maybe you shoot missiles or artillery at it, or even fire yourself over there with a cannonball suit.
>>
>>570736181
Well if you made it a real-time event, where you had to react within tens of seconds, typing numbers into 3rd party software would be too slow. Also idk man, what’s the point in cheating? Why even play such a mod if you’re going to cheat to trivialise its gameplay loop?

>>570737096
TIS-3D is cool looking, reminds me of when I played Shenzhen IO, but without the solitaire. I think there’s room for a computer mod even more modular than OpenComputers, but not as autistic as placing registers in the world.
>>
>>570735287
>>570737334

Not necessarily, you could just have each sensor node register itself as it's powered on, rather than using a loaded Entity you can maintain it in World Data. When some event happens you decide on a point where it happens, your central computer reads that sensor list and computes sensor readings based on their locations relative to the event. The sensors don't need to be chunkloaded, nor does the location of your meteor strike (though you would need to keep track that the event happened and hooked the chunk generator). I'm making a mod right now that relies on global state, you can just do things.
>>
>>570736902
why do you live in a brown hellscape when there's green grass literally 3 feet away in your screenshot
>>
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>>570744915
my original plan was to just build a big, dirty, ugly factory in the brown hellscape biome because it was aesthetically appropriate, but then I decided to build a city around the factory which all things considered maybe wasn't the best idea.
The original plan was to make a shitty commie bloc city for all of the factory workers to live in but then I tried to make it nice because commie blocs are depressing to look at.
>>
>>570701456
kino
overworld version?
>>
>>570748003
here
same artist, but both images are 7 years apart
>>
>>570748447
this one is much better
>>
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>>570704513
>modrinth sold to people who made their own bedrock marketplace greedmod
Are they retarded? Welp guess it's time for the third mod hosting platform
>>
>>570748447
zombie is a trap btw
every other mob is female
>>
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extremely safe electrical engineering
>>
just for fun thinking about how one would automate opening luckyblocks with create and maybe aeronautics
>large pit pre dug for lava trap effect
>deployers with maxxed out swords in all mob spawn locations
>some type of mechanical crane to physically attach wells to a contraption and move them to a separate automation area
>drills in specific spot to catch anvils
>drill arm on an extending piston that can pull back quickly to prevent breakage
god i wish i had my desktop
>>
>>570704513
>modrinth is run by an 18 year old transgender pajeet
>started paying modders nothing because their website wasn't profitable
curse won bigly. I hope this crashes and burns so we can go back to having 1 website.
>>
>>570748447
there will never be a nu+version mod as kino as mobtalker
>>
>>570753098
/gamerule doWeatherCycle false
>>
>>570749487
c-can you still breed the zombie in engender?

>>570749359
Anyone can host an instance of modrinth. If the modrinth source had a few more features it would be an objectively better platform than curseforge. Specifically, searching by dependencies and dependants, though there may be other things curseforge can do that modrinth can't. Apparently the back-end for dependancy searching is being worked on in the source code. The source repo also has a folder called Claude...
>>
>>570760795
>c-can you still breed the zombie in engender?
i think so, i impregnated most mobs in engender at least once (for science)
>>
>>570753098
unless your voltage gap is bigger than an inch (and it should never be bigger than a few millimeters at most), rain is a non-issue with electrical components assuming that its not sitting flat on the ground and therefore vulnerable to sudden grounding
this is why transformers and power lines are outside exposed to the rain, among other things
>>
got Trickster running perfectly with Sinytra in my friend group's Aero serb
>>
>>570733847
No, GTNH is good, you just need to install one extra particular mod and set end goal to reach EV/IV.
>>
>>570735287
> sensors probably won't work unless you load their chunks
Just like ender eyes always point to chunk loaded strongholds?
>>
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Wild rex I made mad.
>>
>>570771797
Aren't stronghold spawn locations predictable since they're structures?
Meteors, earthquakes and lightning strikes are probably going to be random events, if they work like structures then players either have to keep searching for places that have never had those events or they only use the sensors once and farm the same spot repeatedly for loot
>>570742391 is probably correct
>>
>>570771305
>one extra particular mod
which is?
>>
>>570771797
Strongholds don’t emit redstone signals into a loaded chunk. In the simplest rendition, there’s just a redstone wire going from each sensor into your computer. If you have to use redstone repeaters that’s fine, you just have to ensure all the delays are equal. But if you wanted the mod to work with unloaded sensors, you could do so by having an abstract (wireless) simulated transmission system, where the receivers assume the sensors are still in place even after they’re loaded.

As for the event itself, it’s not like you’d simulate a propagating wave. You’d define an epicentre and magnitude at some gametime, and all online sensors would output a pulse with a delay and amplitude based on their distance from that epicentre.

>>570772789
I was thinking purely random. But instead, perhaps a later game use of your computer would be to map the prevalence of events, maybe to find a probabilistic hot-spot (like how the African Rift Valley lakes have lots of lightning), or to follow events in a linear pattern (like quakes down a fault-line) and try to be there to catch whatever happens live. Maybe that means catching stormphrax before it sinks beneath the ground, stopping a meteor before it bursts into fragments, or some actually fighting a boss mob instead of finding its remnants.
>>
>>570774202
The one that makes steel to produce in reasonable time.
>>
>>570777401
> transmission system
Or you could just get rid of transmission (at least for some stages of the game) and set 1th sensor at your base. Sensors are just registering machines, so when the sensor at your base detects something unusual, you go to other sensors, collect logs and compare: the more logs, the more the sensors spaced out, the more precise calculated position or nature of event is.
>>
>>570736557
https://search.bilibili.com/all?keyword=simurail&from_source=web_search
Here's a bunch of vids, I think there is also a discord channel on the Aero discord but I'm not ever going to use that garbage.
Videos all uploaded 11th of may, just over a month ago. No clue whether there's been any news since then.
>>
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>>570710357
https://dragonrealm.overminddl1.com/
>>
>>570760795
Modrinth being open source and this announcement will cause people to make forks. If the original does go to shit people will redo it
The issue would be trying to get the mod developers to move over too
>>
anyone here make mods? i've been coding my own mod for the past few days
neoforge documentation expects you to figure things out on your own so i've been doing a little reverse engineering of other mods when i get stuck
ai isn't quite well-versed in the differences between versions so i try not to rely on it too much
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>>570783036
yes, there is at least 3 modders for 1.7.10
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>>570782070
SOVL
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>>570783036
I've tried many times but it just takes so much time
one day I'll finish my cyberware inspired mod for nuversions
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>>570781074
>>
is all of create a good modpack to learn the mod?
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>>570786598
Personally I think having so many addons would make it even harder to learn. I was playing CABIN because it’s recommended here, and I have to agree.
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>>570786850
ok ill check it out
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>>570760652
>>570762936
The joke was more that I have three voltage tiers spaghettied together and one touching wire away from exploding the whole thing
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>>570763813
neoforge version when?
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>>570790180
Doesn't seem likely
https://codeberg.org/trans-fish/trickster/issues/178
>>
I keep thinking of adding some one block tree farm to my create servers because everyone ends up making similar treefarms whenever we play create and frankly they're an eyesore and probably would save on server performance. I try not to replace making stuff with a magic block but no one is challenged or even thinks about how to make one of these and it doesn't even require any real scaling to get all the resources you'd ever want.
However, I know everyone is doing this for infinite fuel/making machines that require fuel into passive generation. Which I'm not a huge fan of, I think fuel should be a managed resource that has some meaning, obviously I don't expect anyone to, nor want to, micro manage this kind of thing all the time but at the same time I can't think of any solutions that are both early game and also don't boil down to being afk for 10 hours and then start using your giant stockpile.
>>
i feel like the essentials team bought out modrinth because p2p is coming to vanilla minecraft and that was the only reason to use the mod, feels like too big of a coincidence
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>>570771305
Or you could play a pack that isn't dogshit and not have to ignore the supermajority of the fucking pack's content because the devs are ghouls that think cookie clicker is the peak of game development
>>
>>570795323
Show me a pack with NEI autocrafting.
>>
Assembling and disassembling an aero vessel in SIA is duplicating redstone links. Maybe I should have tried harder to update Sable, but with all these extra addons in 1.1 that ship has probably sailed. I figure I might be able to fix this with a hacky datapack modification, since redstone links can be broken by hand and will drop their item, unlike cogwheels for example. So I looked into Create's files to change the drop behaviour of the link into that of the cogwheel, but I can't find any differences between them. Both have identical loot tables, and both are present in pickaxe.json and axe.json. I tried adding the following to the loot table, but it was still harvestable by hand:
{
"condition": "match_tool",
"predicate": {
"tag": "c:tools"
}
}
No clue.
>>
>>570791149
I prefer modpacks with no renewable resources. Trees take a long time to grow, get out there and chop down some forests. Especially if they leave behind stumps, I think there was a mod that made stumps much slower to break. Carve up the earth with quarries.
>>
>>570795895
Show me a pack that needs NEI autocrafting that isn't GTNH
>hurr autocrafting is OP so we'll gate it 400 hours into the pack
>hmm the early game is too annoying we'll add an inventory autocrafting cheat
Peak game design. Other modpacks simply don't have this problem
>>
>>570796287
holy fuck, I haven't thought about treestumps in years. I think that was part of btw maybe but there was also a standalone on 1.12 that I think someone here used to shill years and years ago.
Anyway I'm not against renewable resources entirely, it really depends on what the focus of the server is. If you're doing some TFC ass survive focused run yeah that sounds good. However if you're doing airship bullshit pack it'd just get in the way of having fun. In the case of the second I really struggle to make it meaningful but renewable.
>>
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>>570791149
I'm not playing on the airship server but it's weird to want fuel to be non-renewable. That just means you have to regularly stop what you're doing and go manually make more fuel again.
>>
>>570799285
well I'm not either, that was just an example. But yes I agree, thats why I said it should be renewable in that case. By meaningful I just mean that once you get your basic automation that it isn't something you no longer need to care about ever again.
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>>570786850
ok so ive been playing and just finished chapter 1, i feel like it sometimes assumes you already know create basics.
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>>570800173
also why is smelting iron a pain now
>>
>>570796658
> Show me a pack that needs NEI autocrafting that isn't GTNH
Any. All of them.
Crafting with the grid is the problem. It was somewhat cool back in 2010, when you experienced it for the first time and had to search for recipes in the Internet, but then with new content and mods it became unplayable without tools like TMI. And 16 years later that tool still exists and is mandatory for any modpack. Because of the "peak" game design.
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>>570800173
btw i have no idea what this one meant, an elevator?
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>>570800375
So your solution for NEI's existence is to use NEI?
Anyway if your pack needs autocrafting just make AE2 available early or something. Or one of the other AE2-lite like mods that have autocrafting.
>>
>>570800487
Like in any pack you have to check recipes, it will show you that there's some stone generation recipes that require bedrock. Check this from when they launched the pack. A difference I guess is that the original pack didn't have the bigger world height. Also, use the tinker's smeltery, it'll be required later in the pack.
https://www.youtube.com/watch?v=YicXdyDFWuw
>>
>>570800532
> So your solution for NEI's existence is to use NEI?
Yes, because it lets you to forget about the crafting grid existence, craft with ease once you bookmarked the recipe.

> AE2 available early
Too bloated, requires setup.
>>
>>570800858
>requires setup.
Yes requires playing the game
Your argument is the definition of MAWPC
>>
Is 1.7.10 still worth playing? Because I can still see new mobs made in that version in mind.
>>
>>570801158
I wish you said this at the beginning of the conversation so I wouldn't waste time on such retard like you.
>>
>>570800858
>one a button to craft
>not willing to actually rub xer two neurons to do some bitch ass basic cabling and autocrafting
>>
>>570801268
Yeah
>>
>>570801315
>one button to craft
Nah you need to set up the bookmarks correctly or it wont do it, might as well set up AE2
>>
>>570799285
Eh it's very cool to need tanker stations on solid ground to refuel your engines. Gives a reason to make docks and infrastructure. Infinite fuel gen on the airship itself is lame. On the serb, one person can focus on fuel gen (oil or charcoal blocks) and distribute large loads with a tanker ship to various locations. I haven't seen this on sia serb but on another one with 30+ people. They also had a rule that resources need to be shipped in standard 6x3x3 vaults which led to some great harbour crane and forklift larping.
>>
>>570815552
Wait so you're saying it REQUIRES SETUP? Fucking unplayable when are they gonna make a mod that actually fixes minecraft
>>
>>570816254
Ok this I can agree with. Refuelling infrastructure is highly based. As long as you're not forced to manually chop trees or whatever to make the fuel.

If I was designing this from scratch I'd make wood-based fuels be low tier and either weak or not usable in larger engines, and make oil-based fuel infinitely craftable from oil well nodes/deposits, but obviously requiring infrastructure around fixed oil wells generated in the world. No idea how applicable this is to Create/Aero in practice right now.
>>
>>570800487
yes, try a rope pulley or chutes
>>
>>570818131
Yeah this and some locations should have retard huge coal seams with full coal blocks to mine out. But inventory stack sizes reduced to encourage making proper infrastructure. Doesn't make sense you can just have 27x64 coal blocks on you, should need a dump truck or small gauge rail to transport it.
On sia I do see people using the huge diesel engines for big power output which is cool but mostly with lame biodiesel from crops. The oil pumpjack stuff in diesel gen is too much of a faff to set up. The oil wells are functionally infinite which is good but fuel consumption is a big issue. You only get 20 mins or so on a diesel fuel canister whereas a stack of coal burns for 5 hours in a portable engine (which is much cheaper too craft).
>>
>>570823846
A portable engine shouldn't be able to power a massive ship though, maybe that's the issue. Or you should need so many of them that you eat through coal like a retard
Unless everyone is just flying on personal dinghies rather than building proper massive airships and mobile bases and shit

>biodiesel
Massive cancer
>>
>>570818131
>>570816254
I've been thinking about these things as a theoretical server for the past week. It really feels like all the tools are in place to make a amazing create/sable server, it just requires some really fine pack crafting. I haven't played on sia but the premise of it really got my brain thinkin and the conversation before about resource nodes and those mods there is a real interesting design space to explore
>>
>>570817924
It's actually so fucking useless to me I set it up once and it was not really worth doing even for complex things
>>
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>>570824187
The portable engines are very convenient. Don't output much power but 5 of them in a row is just as space efficient as one diesel engine, and like I said the fuel burns for much much longer. Massive missed opportunity on the side of Create Diesel Generators, it's a nice looking mod but the balance is all wrong.

To get into the coal seam mood I really recommend reading Road to Wigan Pier by George Orwell. Great little book, pretty short too. First part is description of the coal miner's life. They go down the shaft and follow the mined out coal seam which is a full 30 min walk underground. Come to the seam, it's pure coal, not ore mixed in with stone. A vein that's a couple miles long. Fill up carts with coal or any rubble that's blocking the path; the latter is lifted up out the mine and dumped out for the jobless to sift through for any little clumps of coal that were missed underground. This is 1937 and people were using lard to stick newspapers to tables because they couldn't afford tablecloths. And then the jews tell us we owe niggers reparations because we apparently got so rich off slavery in the 1700's. fuck right off cunts.
>>
>>570826186
>5 of them in a row is just as space efficient as one diesel engine
Yeah that's insane, you shouldn't be able to power the same ship with a few small engines exactly the same way as you would with a big engine. Sounds like the core of the issue. Can the balance not be tweaked in configs?

>coal seam
Doesn't seem that important to have if the advanced fuels are meant to be oil-based. Especially if you explicitly want to avoid early engines getting cheap and easy fuel forever from infinite coal/charcoal.
>>
>>570823846
You know, changing charcoal's stack size would probably fix a lot of problems. Inventory really is the root of a lot of minecraft's problems.
Honestly the problem with some of these solutions is that they require so much bootstrapping before they're fully going and up till that point it paints a really miserable experience. I really think any pack that includes aeronautics should let you start flying around asap because that is the appeal of it to begin with.
tiering is obviously the solution to the various fuel but create's dogass implementation of mechanical power doesn't have that kind of nuance at all. if for example you could restrict the height that you can reach based on what fuel you used, there is lot that could be done.
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>mmcg is kinda slow today
>let's see what's happening over in retardland
>
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>>570825020
> I havent played on sia
Well why not anon. It's pretty active. The serb owner has already done a ton of tweaking and with the new version my gripes about oil are much reduced due to the introduction of fluid hoppers. The guy spent a lot of effort on it and we had many discussions here in the thread. What makes you think you will do it better? What is your pitch? Honestly if it doesn't come with a custom map I'm not too interested. I certainly won't be punching trees mining iron and caging blazes for another 20 - 40 hours before the fun sky ship game can begin. The aero devs did pretty well limiting the need for early game grind but it's there still.

>>570827032
You have misunderstood the point. It's not about oil per se, it's about the need for logistics. For me at least. Oil is one way of encouraging logistics, but coal seams do so in the same way: by providing an enormous amount of a resource, much more than can be carried in one ship load, but only in one location. Mining / drilling should be the easy part. Then you get to the shipping, the docks, the containers, refueling stations. The engines could run off water for all I care, if we're in a desert world and water is scarce. Just want some reasons to travel and ship things around.
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>>570828220
Add Trickster and/or Power Grid and then I shall join
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>>570828220
been playing my own pack with my pals. I also mostly just said that because there are like 4 people in this conversation. On my end I'm just enjoying a theoretical conversation and maybe I'll steal some of the ideas here next time I make a pack.
Anyway I think another part of the issue here is that people love tying fuels to base minecraft furnace mechanics which really limits the way the scale. Imagine, for example, if all engines would only take a liquid fuel that is refined from solid fuels in a ratio that is set by the pack. no directly fueling anything with coal or charcoal but refining them into something else first, this would give a lot more controls on the knobs. Maybe use Pondus and disable it's default settings and only use it to give that new fuel a weight.
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>>570829021
> Abandoned oil rig already on the map
> Power station rubble
> Same with the steel foundry, iron mine. Big ole copper slag heap
> Harbour with large pre-built ship hulls
> tons of create bits to loot and use in your builds
> players ship the materials, run powerlines, rail connections, pipelines
> Foxhole in Minecraft
Fuck yeah anon. But not power grid, the electro energetics mod by the diesel gen guy. Sick looking power poles in that one.
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>>570827760
isn't curseforge owned by israelis
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>>570829935
> Foxhole in Minecraft
Glory to Callahan!
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Now what lol
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>>570832252
>hose
>look inside
>glass box with wood edges
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>>570829240
> I want to make people ship around resources
>> Add Pondus (sable item in chest weight)
Why. It's complete anti-fun. Completely have to redo the controls depending on whether the ship is loaded or not. One stack more and you're getting dunked in the ocean and stuck in an underwater ravine. Or it flies off after throwing everybody overboard.
Doesn't work for me at all. Sable is great but of course it has some janky edges to it, a pack should make sure that the core gameplay is away from those edges and firmly in the fun territory. Now if you said you have to ship items in vaults, which can slide around or fall off by bad flying, yeah now it's getting more interesting.
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>>570832719
I hadn't really thought about it in depth to be honest with you I didn't want weight changing based on amount of fuel just the capacity. I guess really just increasing the weight on the fluid tank is what I had envisioned.
>>
>>570833274
most weight seems to be done from a simulattionist point of view. I suspect the above portable generator problem would be easily solved by making it very heavy, although the default classifications of weight max out at like 2 or 4 kpg? but to give it the kind of consideration where spamming portable gens is not worth it you'd have to make them probably heavier than that.
>>
Are there any good non-TOYMY Cobblemon packs? I've tried All The Mons but there just isn't enough integration to make it feel like something more than just a standard ATM pack with a pokemon-themed side-game bolted on. Other packs I've looked at just seem like Cobblemon with barely anything else.
>>
>>570836307
I don't love punishing the portable gen when there is just no good alternative. In clockwork and tfmg there is some really cool engines. I'd welcome a mod that rips these out and tweaks them a bit, they have some tedious mechanics with pumping out exhaust and crap like that.

For max realism a stress network should only be allowed one stress source. None of that stacking of engines together, and certainly not with water wheels. IRL when two motors are attached to the same axle, the faster one will drive the slower one causing it to misfire and damage the piston seals. A direct mechanical linkage like that is simply not possible. If you were to disallow this then the different tiers of engine have more of a purpose. You'd have to rebalance steam engines too though since those outscale all other addon engines in a retarded way.
>>
>>570839594
I've tried many of those packs and I don't know, they're all TOYMY tier, as in barely anything customized or planned. Every time Cobblemon is just slapped in and that's it, like that Sunlit Cobblemon pack, which I enjoyed but because it's straight up stardew valley. ATMons is probably as good is it gets, which is something.
>>
Magic only pack when?
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>>570842465
Define magic
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>>570842465
Greg and Create are double teaming the meta, so never
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>>570843321
Both are magic mods
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>>570842465
No idea what that would look like dude. Thaumcraft witchery botania? Iron spells? Don't most magic mods have big overlap in the effects you can get from them?

For me I'm in the market for sci fi only pack.
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>>570840923
They're merely 1kpg right now, I think setting them to even just 2 would probably make it a real consideration factor on how to use them, and easily solves the 'why not just go wide' problem. Its really hard to say though, you could test this with a single ship design or two but as part of like a whole pack's lifespan? hard to judge. Of course I say all this with the assumption that a pack will have an alternate generator. I'm not convinced diesel generators are the way to go here but there are a lot of mods with a lot of generators. surely one of them suits the case. Of course even base create you could replace the portable one with a boiler and a higher weight on the portable gen would make the boiler seem far less insane.
You are right about how stress networks work and that being a huge weakness of create but I don't think that is something that can be worked around with just packdev and I don't think even if one were to release a mod that anyone would even adopt it.
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>>570844937
Ok anon I will make this mod just so it's available for anyone who wants to try and play like that. Give me a few weeks it's busy irl. Doesn't matter if it's only people in the thread that know about it.
The clockwork engines port to aero not sure yet. I see clockwork is written in Kotlin which I've never used; also the assets are licensed ARR so it might not be possible to get a stripped down version of it up on modrinth.

> a higher weight on the portable gen would make the boiler seem far less insane.
Dude go make some airships. Weight is a complete non concern in aero. It's all about block space efficiency.
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>>570848080
thats why I started the conversation with saying even 4kpg is nothing but I took your response in good faith as someone who has perhaps played more than me and maybe high weights have some downside I'm not aware of. This again really seems like every numerical value in aero just wasn't built around gameplay balance. I have a feeling that it was at some point but probably thrown away to make fun and interesting things rather than appeal to autismos like us.
I think finding the right numbers would require the kind of iteration that would simply burn everyone working on it out.
>>
>>570848818
Hm I think actually aero is very, very well balanced. Just like base create, some actual really good game design. Mojang would do well to take notice. The imbalance is in other create addons which are usually underpowered. Requiring large effort for blocks that are just outscaled by base create. Portable engine is a brilliant design, a compact alternative to passive steam engines, but with fuel requirement. I don't hate this it's very convenient. I hate that there is no viable engine tier above this, only steam engine. Also I hate that there is no engines with integrated speed controller. Give me some fun multiblock engines. And, again, there's no reason to run logistics, you can have a tree farm or dripstone lava or biodiesel setup right on your ship. Which is a bit lame.
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>>570823846
I’ll look into adjusting diesel generating configs. Hopefully I can make them consume less fuel, like maybe 16 times less. I’ll probably have to draw up a diagram as to how much energy and time it takes to get a bucket of diesel, and then how much energy and burn time you get out of that bucket. And compare it to the portable engine.

>>570828220
Too late for SIA, but how about coal seams of low-quality coal, blocks that fill up inventory and need a couple of processing steps to yield usable coal? One coal item per block is the default for ore, you could go even lower than that with tiny coal piles, but doing so further increases the amount of time needed for mining. So in the early game it wouldn’t be worth it, but if the seam was big enough it could be worth setting up a mining contraption/vessel. Like the big rotary mining machines.

>>570829240
I really would like it if you had to use coal gas or wood gas as a fuel. Wouldn’t require much infrastructure, just a vessel over a fire and a way to transport the gas. Wood gas and coal gas also contain hydrogen and would be usable for filling up an enclosed balloon, which would ease fuel concerns. Maybe there’d still be room for a solid fuelled Stirling engine, but at a lower power.

If I used Pondus, it would be with the weights turned all the way down. Adding a few stacks of iron blocks would reduce airship altitude by ten blocks. I’d probably even just have it apply to players only, so vessels lean when you stand on them, but still not by much.
>>
>>570840923
You can connect two identical engines to the same shaft and they’ll run in synchronicity. For ACTUAL max realism you’d have stress sources have a speed-power curve, as you draw power from them they’d get slower, and drawing too much power would stall them unless you install a centrifugal clutch. So long ans the RPMs were close enough, even differing stress sources could be chained together, they’d share the load in strange ways though. Engines would provide zero torque when stalled, but water wheels and windmills would provide a static torque.

This would probably be laggy, but it’s basically the same system as Power Grid with its voltage and resistance system, so I bet it’s doable.

>>570850942
The diesel engines can have their output speed varied with an analog redstone signal, you’re not generating as much power at lower speeds but that shouldn’t be a problem, more importantly they use less fuel when doing this.
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>>570850942
problem is, lava is too good of a fuel with no downsides
would be interesting if players had to experiment with fuel mixtures to see which works best for their machines; getting a good liquid fuel should require a lot of infrastructure that can't fit on a ship
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>>570853001
> diesel engines can have their output speed varied with an analog redstone signal
Yes this is a very good and welcome change. Only down though. In nearly all cases you want to speed up, they are too slow baseline. You added the 4x gear which is great for this purpose, this + fluid hopper makes diesel almost worthwhile.
>>
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it's probably going to look like ass, but I'm going to experiment with replacing all the ugly brown grass with green concrete powder.
I'm not in love with either green or lime green, but I'm leaning towards the latter.
>>
>>570853976
I swear Supplementaries’ faucet does the same thing as a fluid hopper. It’s eating up a fraction of a percent of server tick time.
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>>570853001
> You can connect two identical engines to the same shaft and they’ll run in synchronicity
This is far from trivial. Absolutely not in the way we do it in Create. The slightest vibrations would run the motors out of sync. Not to mention you'd have to miraculously start them at the exact same time. You're at least going to need timing belts connecting all the motors to synchronise the valve movements. Or get creative with clutches. Basically without electronic engine management it's not really feasible.
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>>570854739
You're right. They are bugged on fabric so I kinda erased them from my mind completely.
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>>570854105
>places a water bucket
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>>570859042
that'll only get you a one-way ticket to the poophole I drowned my family in
>>
>>570842465
There's an old pack called Heavens of Sorcery that was kind of like that. It was a short slightly adventure pack with Misty World, early game used Wizardry, later you had Blood Magic, Embers, Thaumcraft. It had Arcane Archives but I didn't play the pack long enough to get to it. I've since learned that AA fucking sucks, it's not what I expected at all.
A modern pack is probably going to end up using Ars Magika or Botania just because of the automation tools they offer.
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>>570842465
Fuck that, where's my Cultivation themed pack?
>>
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>>570854105
hey, actually, that doesn't look half bad.
I'm surprised I had a halfway decent idea for once.
>>
>>570856153
>The slightest vibrations would run the motors out of sync
Ok let me run you through this:
>you have an inline 4 toyota engine, capable of outputting 100hp at 5000rpm, stalling at 500rpm
>it takes 10hp to spin it at 5000rpm by the crankshaft, without any fuel
>take another similar engine and connect the crankshafts together (respecting rotation direction)
>spin the crankshaft fast enough with your starter motor up past 500rpm (it might need to be more powerful)
>open up the throttle on one of the engines, it is now producing 90hp, the other 10hp are going to spinning the not-running engine
>open up the throttle on the other engine
>you now have 200hp without any fancy synchronisation
You see, each engine handles its own valve timing and spark firing automatically. Doesn't matter if one engine is 20 degrees of crank angle off from the other. So long as it runs above its minimum rpm, the pistons will keep firing. If you didn't want to upgrade your starter motor situation, you could run a clutch between the engines and slip it to use one engine to start the other instead.

>>570867862
We have Monk Mod and Slashblade, what other mods? Are there any magic mods with a cultivation style? Absurdly deep skill trees?
Millenaire with asians would help I guess, though maybe having relationships with village people like MCA or Minecolonies would be better. Just retexture them to be asians.
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>>570852794
>I’ll look into adjusting diesel generating configs
Ok so I'll measure how much energy fuels provide as the su they output multiplied by the seconds they last for, so stress-unit-seconds or sus.
a portable engine will produce 2176su at 32rpm with SIA's modified config
1 coal will last 80 seconds, which makes 174080sus, or 174ksus
1 chest stores 1728 coal items, or 300Msus, and will last 38 hours
1 chest stores 1728*9 coal items as blocks, or 2.7Gsus, and will last 348 hours

diesel in a simple unmodified engine will make 6144su at 96rpm
1 mb of diesel will last 1 second, which makes 6144sus, or 6.14ksus
1 tank stores 8000mB, or 49Msus, and will last a bit over 2 hours

diesel in a simple engine with turbocharger will make 24576su at 192rpm (very nice)
1mb of diesel will last 1 second, which makes 24576sus, or 24.6ksus
1 tank stores 8000mB, or 197Msus, and will also last a bit over 2 hours

The config says the burn rate is 0.05, which would be 0.05mB/tick, I can modify this value. Trying to match a chest of coal blocks is kinda ridiculous, but dropping the burn rate to 0.025 will make the turbo engine better than a chest of coal items, at least in terms of energy. Still doesn't last nearly as long for a single engine, but with the turbocharger you get a lot of power to work with wher you'd otherwise be using multiple portable engines. But just going to 1mB/2s would make the non-turbocharged diesel kinda shit. Maybe I'd be better off making the turbocharged engine burn 1mB/2s and the non turbocharged engine half that again?
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>>570874698
I could also change the fuels to be more different. At the moment:
>they all have equal burn rates of 0.05mB/t
>diesel and biodiesel have the same rpm but biodiesel makes 2/3 the su
>biodiesel and gasoline are identical except gasoline is better in burners
>ethanol is a third the su of diesel, and produces 3/4 the rpms only for the huge engine
>plant oil is a quarter the su of diesel, and produces 3/4 the rpms for all engines
If gasoline made twice the su of diesel but was used twice as fast, that could be useful. At the moment it's just a worse diesel from the same source. Maybe ethanol should make the same su as diesel, but be used up twice as fast or even faster, it's not as hard to get but would still be useful. As for burner multipliers, I'm not sure. Same for rpm and whatever niche seed oil might have for itself.

I should probably map out how difficult it is to obtain different fuels.
>>
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>>570878920
https://github.com/Argon4W/AcceleratedRendering/issues/133
Good for the wrong reasons, fuck shitrinth
I much prefer my money going to the kike CIA than to Ess*ntial streetshitters
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>use freesmlauncher
>just download the mods i want from both curseforge and modrinth though their api
Who cares about le drama, lmao
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>>570885250
but i live off drama
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is there a way to speedup the water wheel? adding additional water sources on top does nothing
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>>570891058
You can't, they're slow as shit by default. You can add a small water wheel connected to the big ones to increase their speed though. But otherwise you're just gonna cog stack early game for speed
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>>570891058
gear ratios can be used to increase speed at the expense of torque
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>>570892123
>>570892342
today i learned about gear ratios
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>>570893562
So that's what the people are twitter keep talking about.
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>>570893562
You can make it even more compact by using casings on the gears so they don't connect via the shaft
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>>570870134
you are so autistic
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>>570877991
Ok, so I've changed it to the following.
>diesel and biodiesel last 4 times as long and produce the same amount of su at about the same speed
>gasoline and ethanol don't last as long as diesel but produce more power
>plant oil also lasts 4 times as long byt runs even slower
>turpentine behaves between gasoline and diesel
>diesel stores the most energy per volume, followed by biodiesel and gasoline and turpentine, followed by ethanol and seed oil
So Biodiesel is really just a slightly worse diesel for long-distance use, while gasoline is better for speedy things with smaller fuel tanks, and you may even find that seed oil or ethanol are good enough in some cases.
The turbocharger as usual increases engine speed (and su iirc) by a factor of 2, but I've given it a fuel penalty by draining 1.5 times the amount of fuel when it's being used. This should put diesel inline with a barrel full of coal items in energy density.

It's live on the server already, though any feedback would be welcome. FYI you can fuel an engine directly with a jerrycan, a full engine lasts 400 seconds so that might be fine for a plane or a car.
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>>570900520
Oh and here's the original values, plus the time and resources taken to make each fuel. Coniferous means pine or spruce.
As for the burner multipliers, only ethanol and gasoline can do superheated recipes, so I've made turpentine also capable.
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>>570900520
Very nice, bang up job anon. I did forget about the turbocharger which kinda does exactly what I wanted: high base speed which you can throttle down without needing a speed controller. It's a bit lame, really that's what the engine should be like from the start, but ok I'll take the loss on this one and pay the turbocharger tax from now on.
With all the different fuels it'll be a little hard to remember how much output we can expect. All in all a lot better though.
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>>570900886
> still need a coal farm for the fuel refining
Lmao
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>>570901420
You can mouse-over the fuels in EMI and see info about them, I think it says burn rate and speed, maybe SU too but I forget.

>>570901531
The distiller needs a blaze burner, I forget whether you can or can't use the liquid fuel burner (saw an anon complaining how stupid it is that you can't, maybe I can tweak that) but any solid fuel will work. Doesn't take much, so bamboo or kelp might be fine.
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is it too late to base build
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>>570839594
Cobbleverse when they put out their dimensions update that's coming
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>>570901531
>>570901751
>basin recipes only
>cannot be configured otherwise
oil refining has fallen
billions must mine coal
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>>570842465
When I get off my ass and make the hypothetical one I've been constantly ideasguying for. ETA between 10 years and never.
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How I have to kiln with TFC volcanoes

Might be neat to make a kilnyard building
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>>570899180
I mean, this is a 4chan thread for modded Minecraft discussion.
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>>570908651
>onions are fermentable
>sweetberries and wheat are not
This mod designer has some strange ideas. I'm not sure if I should change this. Sweetberries, grapes, and flour would be good additions, with onions being removed.

Also I guess there's some crossover here with create winery, but there isn't a wine fluid so it's not like I can distill wine to get ethanol, or make wine in the fermenter. I don't really like parallel aesthetic systems like this, but I guess I'm stuck with it now.

Also also maybe maple syrup, as harvested with a treetap, should be an alternative to honey. For crafting honey glue, for obtaining sugar, for crafting sticky wheels, etc. Though half the sticky wheels need honey blocks, so that wouldn't be ideal. Also I see now that honey glue is made by filling with a spout, and there is no fluid maple syrup to use. I am angry.
>>
>>570913972
could add a recipe to deploy a bottle of syrup onto an iron sheet
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>>570914367
Yeah that could work. I assume the manually made method comes along with the recipe. I’m more interested in it as a slow passive source of sugar for ethanol.
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>>570913972
Hah those sticky wheels are so cool. Don't expect to get too much use out of them in skyland terrain. I'd love a 1-day creative mode serb where we build some kind of big wall-ride rollercoaster.
>>
>>570854105
>>570870134
Why did you build in the brown biome in the first place if you're just going to re-terraform it into a different color?
Concrete powder instead of grass is also soulless as fuck. Unless you're intentionally intending it to be a dystopian painted concrete area, but in that case use actual concrete, not the powder.
>>
>nomi doesn't come with AE2 fluid patterning by default
>it's cool for most stuff, you need to set up separate machines or inputs for different recipes, like a PE assembler, a rubber assembler, a sodium potassium assembler for hatches, etc.
>most shit just adds a bit of extra effort to your infrastructure
Cool

>but every single tier of coils requries its own special snowflake liquid metal, that aren't used in any single other recipe
>mfw trying to set up autocrafting for coils
>>
>>570919203
see >>570745484
>Unless you're intentionally intending it to be a dystopian painted concrete area, but in that case use actual concrete, not the powder.
I think the powder kind of looks like astroturf, which lets it look dystopian while also looking nice from a distance, as opposed to the original industrial wasteland aesthetic I was planning on going with where everything looked dystopian and also ugly.
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>>570914935
I may do this for a few days at the end of the server time.

I think sticky wheels would actually be pretty useful for driving on the islands, at least more useful than regular wheels.
>>
>>570919954
Hmm.
>The original plan was to make a shitty commie bloc city for all of the factory workers to live in but then I tried to make it nice because commie blocs are depressing to look at.
I think a fake "pretty" city plopped down in the middle of brown desert feels like a pretty decent mix between not being an eyesore and still being dystopian. Like corporate just built their industrial complex in the middle of infinite brown land because it was cheap and the best place to put a research facility, but they put some arched roofs and barocco detailing from temu so their employees don't kys themselves from living in a concrete box.
>>
>>570850942
the weights aren't balanced they're purely there for the simulation/realism/immersion/etc. Which against isn't bad, as a physics engine implementation thats exactly the type of thing you want a fun simulation to experiment in. however on the gameplay perspective these things don't remotely matter. A wooden slab weighing less than a wooden block makes perfect 'sense' but in practice there is no functional difference between either of those, the weights being different for them is not 'balance'. There is no great gameplay difference between a wool ship and a steel ship, they're merely decoration. Now do I think one should balance it completely in those respects? no. the simulation is required for the type of autism we all have but I also you need to strike a balance between simulation and gameplay.
I really do think portable engines should weigh more and I'm going to die on that hill. Now, that being said is that change alone going to do anything? no. The default air envelope is already insanely powerful, I understand that nerfing it too much would just become tedious but right now you can float a full create factory + decorative house with like a shit ass balloon using a single burner running at half burn. Thats fucked. Once weight becomes significant by moving those sliders, doing something like making engines heavier or lighter becomes an meaningful vector of balance that doesn't also impede the function of those engines.
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>>570745484
>>570854105
>>570870134
>live in a dystopian smog willed factory-city hybrid that was just going to be a factory, but the manager "felt bad" and such made it into a city instead of keeping work and home separate
>some poor sod grimaces that he wish he could live on the beautiful green grassy plains
>manager overhears this and starts pouring concrete powder all over the polluted grass
I was going to call it insanity but I guess it's not too far from painting grass green instead of watering it.
>>
>>570920414
Along the way, one of my ideas was very similar to this. It was to have the city look like an unnatural, artificial oasis swimming in an ocean of ugly, brown, desolate wasteland. Unfortunately, the image just never really “coalesced,” if that makes any sense. I think it’s because the city is too close to a bunch of nicer biomes, so it just winds up looking like a bad copy paste job.
>>
>>570921094
>I think it’s because the city is too close to a bunch of nicer biomes
Yeah if the brown biome is too small (or you're too close to its edge) I can see how it could ruin it
>>
>>570842834
1.7.10, blood magic + witchery + botania + ars magica + thaumcraft as the baseline, pvp enabled
>>
>>570867862
Most minecraft mods are cultivation. You just have to view them under the right lens.
>>570913972
Kaleidoscope Tavern is the superior wine mod and has create integration which adds fluids.
>>570852794
Coal/Wood Gas is a really good idea. Yeah ignore the points about Pondus, I hadn't really considered that in depth, I don't really like the idea of weight being so dynamic, I think maybe if it was a bit more threshold based like different weights for a chest based on being empty half-full or full but its a little too granular and the post about changing weight based on fuel does highlight how much that would suck in practice. esp. when I would like to promote liquid fuels and not de-incentivize them
>>570853290
Lava shouldn't even be a fuel at all.
>>
>>570783036
I'm chipping away at something big. I've been a bit discouraged by version chasing, but eventually I'll get some time and get everything updated.
>>
>>570919738
that's easy though
just make an extra assembler just for coils full of that liquid
Cost isn't really much when you're passiving everything
>>
>>570923078
Yeah it's not HARD it's just very unsatisfying when I have to make a dedicated assembler for every single coil. And every time I reach a new tier of coils that's a new dedicated assembler JUST for that.
>>
>>570913928
i mean even for 4chan thread for modded Minecraft discussion
>>
>>570853290
Lava is a very bad fuel actually if you don't have the straws from Create Additions. Baseline, you need a pretty complicated bucket/unbucket system with mechanical arms and/or deployers ON the ship. You can't just pump lava into an engine or blaze burner and call it a day.
Furthermore on sia the nether is only accessible through ruined portals which means lava is infinite but strictly tied to certain locations. Which is exactly how I like it. Fill up your tank as often as you like but you have to come back. Or make refueling stations around the world and filled them with tanker ships. That's exactly what I want.
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>>570926698
Just make it in the bulk fermenter man. it just needs cobble lmao
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>>570926480
Ain’t nothing autistic about a little astroturfing
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>>570870134
why dont you just use some other mod to change the grass color
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>>570926834
Don't think I can fit one on my ship anon. Actually I don't even know that we have that mod on sia, never used it. Dripstone lava is free. Doesn't matter to me, it's a bit lame but whatever. You need the bucket/unbucket system on the ship itself. It's bulky.. Yeah I don't think lava outclasses all other fuels, tree farm charcoal is much more overpowered I think.
>>
>>570923846
Coils are largely interchangeable aren't they? Why would need to keep around an e.g. nichrome coil recipe when you're at (I don't remember my coils) naquadah?
Or at least just two assemblers: one for "general purpose" coils that's best+affordable and one for best+expensive, the highest tier coil you have access to but the materials are too rare to make it your standard.
>>
>>570928083
If you know of any 1.12 mod that does this, post the link here because I haven’t been able to find one
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>>570929395
Yeah they're interchangeable but not always worth it. Some machines get inconsequential bonuses. LCRs literally get no bonus. The most expensive coil you can make is often genuinely expensive for a while.
Anyway you still have to set up a dedicated assembler at every tier. Even if you tear down the old assemblers each time, or if you only keep the "best" and an "affordable" tier or whatever, it doesn't make you do less work.
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Feels so good once everything comes together. Assembler multi soon
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>>570929328
>>570913972
>>
>>570930653
sexo
>>
Oh huh high octane gasoline isn't even that much more difficult than normal gasoline
Toluene looks like it'll continue being the bottleneck, I guess I'll scale my wood pyrolysis, this should easily last me past IV
>>
Before the thread end, Distant Horizon hit 1.12
https://www.curseforge.com/minecraft/mc-mods/distant-horizons/files/8263031
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anyone know show this actually works? i placed a magma block down nearby and the only way stone will be made is if i pour lava on a water source block like in a lake. but it still generates regular stone
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>>570931568
Is this incompatible with optifine like the other DH backports?
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>>570933382
>optifine
do i really need to say it
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>>570932820
nvm found someone who figured it out that this is to be taken literally
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>>570932820
If this is like other cobblegen mods I've used, the magma needs to be under the space where the cobble (deepslate) will be generated, not just "nearby"
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>>570934197
if you're at that point you probably have andesite generators no?
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>>570933926
It’s the only way to run shaders on 1.12
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>>570934376
Pray those poles finally add shgader support for Celeritas
>>
Page 10? Nobody have any cope about nuversions or some crap? Maybe we need to get up in arms about one of the nu music tracks? Fine, I'll say it Bromeliad is the best track in all of minecraft, way more spul than boring c418 music. Precipice too. The trannoid music like Otherside and Pigstep is greatly overrated though.
>>
>>570926698
lava can be used directly in thrusters as an equivalent to diesel, and thrusters are substantially more efficient for movement than any propellers
>>
>>570946405
>thrusters
are there any mods for actual jet engines that require air intakes
everyone's "jet" plane build uses rocket engines
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>>570948521
no but 2x2x2 and 3x3x3 thrusters can take an oxidizer to improve fuel efficiency if your pack includes something that's compatible
>>
>>570942981
Nether music was good. My only opinion since I play with music off
>>
>>570926698
https://modrinth.com/mod/create-ratatouille
this mod introduces biogas and composting production line. seems like a good early tech fuel source.
>>
>>570942981
Bromeliad is kino, Crescent Dunes as well. Otherside is great, Pigstep I've never liked but it's grown a tiny bit on me over time.
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>>570951520
>https://modrinth.com/mod/create-ratatouille
AI slop. At least the description page, maybe not the mod itself necessarily. Also I don't see the difference between this and biodiesel / seed oil / ethanol and all the other liquid-fuels-from-rotary-farms.
>>
>>570914935
>>570920079
If you want to launch a youtube career the time is now. Go play with sticky wheels and build a little track, there is zero videos of it right now. Just the little gif on the mod page. Build a nice bit of track and record yourself driving over, in 1st person and in flashback. Loop-de-loop should be filmed in flashback for motion sickness reasons.
Little voice over or some music, clickbait title, shill your channel on the aero discord and voila, let the ad money roll in.
>>
new bread?
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>>570958663
hmmm nyo
>>
Vakyrien Skies or Sable?



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