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Mods for this feel? 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: >>570146028
>>
Idk if this is the place to ask, but is there really any successful way to play beta 1.7.3 modded and multiplayer? Its so easy to play mods on mc with curseforge + himachi but for my fav ver I dont know what to do, when it looked so easy for people in 2011
>>
>>570988439
Pre 1.3 you had to have different mod files for client and for server, but https://modrinth.com/modpack/syncretic suggests that there’s an open to LAN pathway that you might be able to exploit.
>>
GTNH should add pollution for using dangerous and harmful chemicals
You're making PTFE, by the cubic meter, you can kill a lot of nature with that
>>
I am tired, keep it alive whilst I sleep please
>>
had to let sharty make the fucking thread, jesus christ
>>
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>>570995912
Mods for this feel?
>>
>>570995912
Sorry bro I was away IRL when the thread expired so I couldn't bake for the 4th time in a row
>>
>>570993583
i'd actually like this if you could set up filtration and processing to recapture shit
and also if having pollution around wasn't fucking miserable
>>
>>570995912
deserved
>>
>>570985104
>>570996275
Make a rats one
>>
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took a while but i managed to make an iron (nugget) farm
>>
people really just don't like to engage each other in this thread, huh? I can only hope we're all too busy playing.
>>
>>571014105
Bruh it's 8.30 am. The OP got posted in the middle of the night. Slow hours for a bit. Don't worry all the gacha circlejerk threads are also slow now, we won't fall off the board. Just need a gentle "mods for this feel" kinda bump occasionally.
>>
>>571014105
busy makin my mod
i just finished an item model in blockbench and then realized that i used the wrong wood color for the handle, but i'm not going to change it until someone complains about it upon release
>>
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mods for this feel?
>>
>>571014105
CHICKEN JOCKEY
>>
>>571014105
I don't like the mods people play with, which is practically just the same two mods and modpacks then they seethe when it's le nu-versions
>>
>>571016974
What thing needs goggles or rose-tinted glasses to look good?
>>
>>571014105
I didn't see the thread because I filtered the image md5 and the "M*ds f*r th*s f**l" text.
>>
>>570993583
LCRs don't have muffler hatches though, so PTFE production shouldn't be leaking any precursors into the environment
>>
>>571015003
I wonder why mmcg is so euro
>>
>>571023773
Germans.
>>
>>571016974
Occultism kind of
>>
>>571003943
no Rats allowed
>>
>>570993321
How uberhaxornova and co managed to play modded or just MP in general on beta 1.7 3 during the times of Windows 7 and Skype with no hassle, I wish I knew
>>
>>570988439
Genuinely what causes this mental issue
The differences between vanilla versions are so tiny that there's almost always mods backporting and forwardporting all the changes. You can play 1.7.10 which almost all 1.20 features. Surely you can find a way to mod any version into beta-like mechanics, too.
>>
>>571023773
Look at steam charts for any game,
Asian hours are always dead as hell. Those guys have their own internet, separate forums, separate games. Just the ozzies that feel a bit lonely during their peak hours.
I would hesitate to call /mmcg/ some kind of euro bastion, it's pretty similar to the rest of 4chan I think. Also there's plenty of brits and americans here too.
>>
>>571031586
Early days minecraft had a very different look to it, also it's pretty nice to have 3 sec startup times and world files of not even 1 MB. Otherwise I agree, wish version requirements weren't so goddamn stringent and you could just put 1.20.1 mods on 1.21.6 or whatever.
>>
>>571031586
I am humble enough to admit I am a nostalgiafag. My first version was release 1.1 or 1.2.1, I am 22 years old and liked watching those vids which were beta and early release so I go back to play them once in a while
>>
>>571031846
>a very different look to it
You can change the textures and shading. The terrain generation is definitely also replicatable with a mod. Though I suppose maybe nobody has made a mod for that yet, in which case fair enough

>also it's pretty nice to have 3 sec startup times and world files of not even 1 MB
>wish version requirements weren't so goddamn stringent and you could just put 1.20.1 mods on 1.21.6 or whatever.
Yeah the internals being dramatically different is a fair point. The gameplay can still almost always be modded to be identical.
But the internal differences is also why mods can only target one version, that's a pretty fundamental issue.

>>571031971
And my point is that you can get almost any version of the game to play like almost any other version, with the right mods, so it almost never makes any sense to pick a game version and then try to find mods for it rather than picking the mods/modpack you want to play and then playing whatever version it's for.
That said if nobody has made just the right mods to replicate the beta look-and-feel yet then maybe the right modpack just doesn't exist yet, in which case fair enough, rip.
>>
>>571032268
I tried BtA but it really wasnt the same and just ended up too different
>>
Hello I'm here to talk about create now sorry oldversion shitters.
Some reviews of create shit I was trying recently:
Create Cobblestone - really deceptive mod, by name and function it seems like just a mod that adds another cobblestone generator, however you can configure this into a literally anything generator which is really useful. I think for magic cobble gen blocks people tend to like extruder a bit more and they're probably right but there are probably some niche cases where this would be useful for things that aren't strictly cobblegen.
Create: Resourceful Refinement - I was a little hesitant about this one because the visuals felt less create and more IE and description doesn't really go into what exactly is compelling about it. It turned out way better than I expected, I really like how it handles the refinement of the geysers. My only gripes with it are that it doesn't play super well with aeronautics in that the machines don't take too nicely to being assembled and disassembled but honestly these shouldn't be on a ship anyway, and the recipes to make the machines are really annoying until you make them. You need durasteel to make some of them and its a pain in the ass with default create methods, but gets much easier once you've already made them. Also not really sure why the author added a bunch of random bloat with paints and gels that the mod really didn't need, it would have been such a clean and to the point mod otherwise.
>>
Finally set up epoxy after procrastinating for ages. I got it running inside a single LCR which is my first time doing hatch fuckery and was quite fun.

Anyway I don't even have any use for it because my progression bottleneck is my materials processing, specifically RTM coils, which means at least some rudimentary plat processing. I think I can get some amount of platline metals from T3 microminers but for that I need reliable tungsten processing and manufacturing. And for that I basically need to set up additional dedicated EBFs and some extra EV processing for tungsten carbine and tungstensteel, which is always unwieldy since there are no single-block EV generators so I need to graft it to my combustion engine setup somehow, so that's going to be some fun spaghetti.
After I get RTM coils I'll get access to nuclearcraft fission which should give me a shitton of power and make it a lot easier to beeline IV. And once I am established in IV I get gregicality multiblocks so I'll finally be able to migrate off of single-block machines and get some decent parallel processing.

At least while procrastinating in EV right now I've upgraded my oreproc so I can queue up microminer missions and get resources coming in at a decent rate without being bottlenecked for hours in a single LV thermal centrifuge. So I even have a relatively reliable tungstic acid supply, I just need to set up proper baking for tungsten, carbide, and tungstensteel.
>>
Valkyrien Skies or Sable?
>>
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>>571037604
>shitters
You retarded millennials and gen alpha only want to play AuDHD create/build/construction/machinery/5 million progression and boss and whatever other brain filler grind excuse to keep playing all day every day all the time. Tell me why wanting a more streamlined less bloated version of the game I liked growing up Is bad?
Of course you can't, you will tell me to play a modern homo-nculus version of a 2010-12 game I liked.
>>
>>571039485
is it platinum specifically you need for RTM or other platinum group metals
if it's just plat you can basically just bake it out of ore
>>
>>571043080
If you want Air War, Warium, Create:Interactive, then VS2 still. Missiles, jets, space ships, not quite there yet on the aero side. Otherwise Aero feels a lot better than Clockwork, lot more survival friendly at least. More accurate hitboxes on large objects, less crashes, less parts flying off into never-seen-again-land.
>>
>>571044213
No it's uhh ruthenium, tungsten or tantalum, and I forgot the M.
The T3 microminer does give straight up ruthenium ore so I think a proper platline is optional at this step, it's just a matter of upgrading my infrastructure and especially tungsten processing is almost entirely manual for me right now.
>>
>>571031596
brits are european retard
>>
This is going to be one slow ass ride, isn't it.
>>
>>571046815
they were retard
>>
>>571046815
Britanistan is south asian you dolt
>>
>>571050530
i didn't know burgers subscribed to the 5-continent model
>>
>>571054305
what
>>
not even bait is keeping this shit alive, help
>>
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I can help you with that.

What other mods should I add next?
>>
>>571016974
tiberium sun
>>
BRIDGE OUT AHEAD

https://www.youtube.com/watch?v=_5QLI29NcbY
>>
>>571063996
Sweet. And seems like the smoke issue is fixed there.
>>
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Adding mods to a server for the first time and I something isn't working.

Downloaded a Zombie Survival mod and made the manifest. json file and uploaded it into the resource pack folder but it still doesn't prompt the mod download when I join?

Anyone have any ideas what im fucking up? I following a tutorial online and its probably outdated or omitting some info
>>
>>571063996
Well wtf why didnt they post this earlier, this looks way better than the previous boring ass video.
Still, until we see multi track drifting, I'm more optimistic about the chink rail mod. We'll see. So far all we have is these vaporware videos.
>>
>>571069863
resource packs is for textures lil bro
>prompt the mod download
minecraft doesn't do that
>>
>>571069863
>I following a tutorial online
Are you sure you're not following some completely hallucinated AI slop clickbait? This is utter nonsense. Unless it's for bedrock edition or something. But for java this sounds like something a very cheap AI model would invent as some imaginary "setup instructions" with zero basis in reality
>>
>>571071335
>resource packs is for textures lil bro
This is a Bedrock server and addons/mods go into the resource pack folder
>>
>>571071557
>This is utter nonsense
What do you mean? This is my first time trying to mod a server so im just going by the tutorials I found.
>>
>>571071906
Oh >>571071583 it's bedrock. In that case carry on
What I meant is that for normal minecraft, it's both not at all how it's done while also sounding vaguely plausible ("put the mod in the resources folder, the client will auto-download it!") so it sounded like AI click farming
>>
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>>571072206
Nah, I may have just explained it poorly but it wasn't supposed to sound like "just put this mod in the folder and wallah everything works"

But I wish it was that easy.
>>
>Minecraft modding general
>no one understands how to actually mod minecraft
>>
So like, how do you guys actually sift trough mods? I'm trying to set up a world, add a bunch of mods, really customize my experience but there's just thousands upon thousands of mods out there, and they're all kind of just dumped into multiple different sites. Then you go to youtube to see if anyone has recommendations but minecraft content on youtube is 95% just kid stuff where the guy screams HEY WHATS UP GUYS five seconds into the video making me close it. Is there a resource somewhere? A recommended mods guide? A youtuber who is not a retard?
>>
>>571075964
Personally I wasted enough of my years curating individual mods for Skyrim. Minecraft has a very healthy modpack ecosystem so I genuinely don't think it's worthwhile trying to reinvent the wheel.
Find a modpack that's similar to what you like and then if you want tweak it by removing some mods, adding some more, and tweaking the configs if there's any that are affected.
If you really want to TOYMY, then I'd still start by looking at existing modpacks, find one or several that do things you like, and look at what mods they have. Take a subset of their mods based on what you want to achieve. If you're looking through the modlist and end up thinking "you know, it'd be nice to also have a mod for <X>, these packs have nothing for it" then at that point you can just do a targeted search for exactly the kind of mod you want.

Starting from a completely blank slate and trying to collect mods one by one to put into your pack sounds like an enormous effort with very questionable payoff
>>
>>571075434
just drag the mod files into the minecraft jar
easy
>>
>>571076707
Yeah, it does seem like a sisyphean task. Maybe i should just get the create modpack and then add some stuff to it. Alternatively maybe i should play deceasedcreaft, it looks cool.
>>
I tried to change the ice and fire mobs' health and damage, but only the dragons actually got changed. All the other creatures kept their defaults. Anyone know how to get around this? Is there something in the Ice and fire config I missed, or is there another mod I can use to change their attributes? I'm on the 1.20.1 version.

No shitposty answers please, "delete the mod durr durr" kinda stuff. This mob health thing is really bothering me.
>>
>>571078457
>he installed the mod for that feel
>>
Oh baby. Sable Sailing is here. Have a look at this little mod, it even has sea mines, fucking based. Hormuzserb me up fags
> https://modrinth.com/mod/waterworks
>>
>>571078667
Yes, it's true. I installed Alex's Mobs for that feel as well. But I installed them 2 years ago, long before the 'mods for this feel" meme popped up, so it doesn't count.
>>
the chinese and japanese make some good mods, but where are the korean modders?
>>
>>571077526
Speaking of deceasedcraft, should i play version 5.5.5 which is complete and has an endgame, or the 5.10 version which has a ton more features but no implemented endgame? I know its mostly a subjective thing but i'm having trouble deciding for myself. Having an end feels nice, but at the same time the new features seems really good
>>
>>571075434
World gen is complex af.
>>
>>571075964
I see interesting mods posted here, on AsianHalfSquat’s channel, occasionally posted by the developers on YouTube, and inside existing mod packs. If I’ve seen a mod on an older version that isn’t in a newer version, I’ll complain about that here and some friendly anon will inform me that there’s a port with a completely different name. I already know about most main content mods from packs and discussion here. For performance enhancing mods, there’s the list in the OP and there’s lightweight packs like Simply a optimised that i often use as a basis for modpacks.

I design modpacks with an aesthetic and gameplay style in mind, and look for mods that work towards that goal. I don’t make kitchen sink packs, but so long as they don’t overlap with other mods or aesthetically clash, I like fleshing packs out with little addon mods. If you’re playing Create, then browse through all the Create addons. If you’re playing BuildCraft, then browse through all of its addons. Curseforge has a way of browsing through mod dependents, maybe modpackindex does too.
>>
>>571031586
they are always picking extremes, never a middle point latest or oldest, right or left, nazi or woke black or white.
>>
played the /vp/ modded server for a few weeks but i'm kinda sick of their modpack/cliques at this point. gonna make a world for just me and my gf, what launcher do you prefer and why? i have mods i want to use on all 3 but i have to choose just 1
>>
>>571091684
Depends on your version and what mods matter most to you. For 1.20 and up, you just choose Neoforge or Fabric depending on what mods you want. You may be able to use Sinytra Connector to run your Fabric mods on Neoforge, so you just have to test. For lower versions, you choose Forge, unless you really love a specific Fabric mod, or you're hurting for performance.
>>
>>571093336
is there something similar for neoforge mods to fabric?
does quilt still exist?
>>
So the cleanroom fork of valkyrien skies 1 gets rid of any performance issues the original caused, but still has the bug where I have to break a block several times before it drops.
Is this a known bug with VS1, and is there any addon/ config options that can help get rid of it or do I have to simply live with the pain if I want to make a cool jet fighter?
>>
>>571076707
I fundamentally disagree with your statement, mostly because the modpack ecosystem is shit. there are roughly 20,000 modpacks and about 20 of them are genuinely worth looking at. Much like mods you won't even know which ones are worth looking at without having done the research. I recently switched to a new version where I don't know any of the mods and started everything from scratch. it took me less than a weekend to make a pack.
Start with picking all the bug fix and optimization etc mods for your version, so you're right here that there is no reason to reinvent the wheel, there is a general consensus on this and multiple simple text lists of these.
Then you pick whatever big content mods you want, this is also a small list, there are only so many big content mods and you should have some idea of your own personal preferences so you can pick from a list of 50 or 5 depending on your version. Or hell, pick all of them, bloat doesn't matter when you're literally just trying things out.
Then just start playing. As you play you'll find things you like or don't like and for every time you have that thought just search google for a mod that addresses the exact specific problem you have or if you like something just look for other mods that have a similar premise or add on to the mod you like. Congrats you've made a functional modpack.
If you're the type that cannot navigate a mod with just emi or some in game guide then you can find youtube videos that guide you through that specific mod and those tend to not be HEY WHATS UP children. If even that all is too much and you absolutely need someone to hold your hand through a mod then yes you have to go find a modpack that has some quest system that guides you through it step by step. however the caveat here is that most of them aren't guiding you through the mod they're guiding you through the mangled fucked up version of the mod they've distorted for that pack.
>>
>>571091684
>>571093529
Quilt was dead in the water to begin with. it was supposed to be compatible with fabric but every other quilt mod breaks on fabric. There are like maybe 2 quilt only mods worth anyone's time. Its always just a question of forge or fabric and exclusive mods always answer exactly which one you'll end up using. obviously on versions with neoforge it takes over for forge. If all things are equal then fabric generally runs a bit better. On versions with connector its skewed toward forge/neo side since it lets you have your cake and eat it too. there isn't a opposite of connector and we can probably give you way more concrete advice if you tell us what mods you're looking at.
>>571078457
incontrol can do it.
>>
bump?
>>
>>571097210
Have anybody tried using EntityJS to mess around with mobs and whatnot? How was it?
>>
>>571093529
I think Kilt does what you want but I can't speak to its compatibility or anything
>>
>>571097210
Incontrol seemed more like a mob spawn rate mod than one that can give them more health and stuff. Do you have experience with it?
>>
>>571105878
hmm, nyo
>>
>>571105878
hmm, yeh
>>
>>571108469
it can do a lot of things
"healthmultiply": .5 for example would just cut the health of whatever in half. dig through it's documentation.
>>571106391
Never tried that one, honestly I do more on the item side of things for tweaking than the mob side. most of the time I just set some spawn rules. Been a minute since I did a fighting focused pack, maybe I should revisit that idea.
>>
>>571118305
For InControl, I started then restarted the game but didn't see a config file or folder for it either time. Do I have to start the world several times, or do I have to access it differently?
>>
>install grimoire of gaia 2
>disable every single mobs that are female or having assigned genders
oh yeah it's gaming time/
>>
>>570985104
Deadass?, Erebus is the only good cave dimension/underground biomes mod. Everything else feels overdone or just a massive letdown. Sometimes both, which is surprising and hard to explain.
>>
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>>571124854
For InControl on 1.21.1, I get an incontrol folder in my config directory, within which are a bunch of json files, pic related. Plus an incontrol-server.toml file with the rest of the configs. These files may require joining a world to generate, I find that's often the case.
>>
>>571075434
Modding is hard bro....
>>
>>571140285
I'm on the 1.20.1 version, but I didn't know about the actually joining the world thing. Let's say I have a world I play in and another world I want to test stuff in before playing my main world. If I start up the test world, do you know if the json files will only generate for that specific test world, or could they be applied to the main world I play in too?
>>
>>571143894
They're still in the general config folder. It's just that the init routine that checks for config files and reads and writes to them is usually something that happens not when you enter the main menu, but enter a game. So they're global, not world specific. This is the case for many mods, often to start tweaking you have to install the mods, boot the game, enter a world, then exit and close again before you start changing values. Well I say that, but a lot of mods can have their configs reloaded mid-game, and I believe InControl is one such mod. The /reload command works for it IIRC.
>>
is TF a decent mod?
>>
>>571150523
thaumfart?
>>
>>571130510
erebus is my favorite dimension that I never go into because I'm deathly afraid of giant insects and arachnids. World is visually interesting and filled with unique loot items, and it gives you fun place to use techguns, the mekanism flamethrower, and lots of explosives.
>>
>>571150590
The forest dimension one that's missing a final boss.
>>
>>571150718
Do you need a final boss for that?
>>
>>571150718
Oh yeah twilightfart
It's neat the first time you play it. It's very much a 2011-2013 era mod and it shows.
The "balance" is all out of whack; it's clearly intended for a vanilla+ like setting. But around the same era as it was made tech mods like BC, IC2 and even GT started proliferating, while at the same time "expert" packs with deep content gating integration had not started being made yet, so it became standard to just rush through the forest in full quantumsuit armor with a vajra. The forest tries to implement some brute force mechanics like unbreakable blocks, leading to shit like flying at hypersonic speed through the minotaur dungeon one-shotting all mobs but being forced to actually solve the maze since you can't dig through it. But perhaps it's not as bad as the other dungeons that you can in fact just dig or fly straight towards the boss and trivialise the rest entirely.

The biome itself is pretty cool and atmospheric, and the mobs it adds are quite neat especially again for that early era of minecraft (cicadas, deer, glow beetles, ravens and shit are probably nothing new nowadays, but they're well made and fit the atmosphere of the forest quite well). Having the twilight biome available to generate it mystcraft worlds was pretty neat.
>>
>>571150523
Twilight Forest is pretty good. It's super chill and I've always loved the mystical atmosphere, and I like the music they've been adding the last few years. I think if you want to get the most out of it, you should make it a priority instead of what most modpacks do and make it a means to an end. The armor sets and weapons you make are only about diamond quality at best, and the bosses aren't that tough. But it's a fun adventure mod and you really feel like you've traveled all over to complete it.

Maybe I'm blinded by nostalgia. I have fond memories playing the mod with my brothers and watching youtube videos about the mod way back when. But it really is one of my favorites.
>>
>>571152147
Yeah it's a genuinely well crafted mod that suffers significantly from having been shoved into every single modpack since the dawn of time, regardless of how well (or, most of the time, poorly) it would fit with the theme and the tech level.
Going through TF once or twice, with appropriate (vanilla-like) gear, is where it really shines. Going through TF fifty times while zooming around with creative flight and invincibility armor just makes it into a repetitive chore.
>>
>>571152394
Definitely. Once maybe every 5-ish years I get an itch to play it again, and I always get up to iron gear in the overworld just to mine diamonds so I can make the portal. But as soon as I make it, I like to get rid of all that gear and start fresh again, on the mod's terms. I feel more immersed that way, like I'm here for Twilight Forest and nothing else lol.
>>
https://www.youtube.com/watch?v=VWJSWNqs9S8
>>
>>571152147
I want a magic pack with a bunch of dimension mods that makes you go in naked (or with relatively restricted gear), play through the dimension the 'vanilla' way begin to unlock the ability to take allow a larger variety of stuff through and finally set up inter-dimensional industry to expand the main progression of the modpack.
If I was less lazy I'd get off my ass and try to make it myself, but realistically that's never going to happen.
>>
>>571145979
I found the json and found a wiki with some sample code i could edit and put in the json file, and it all worked out. The mobs have the health and damage I want them to now. Appreciate the help mate.
>>
It's a learning process.
>>
Ah yes, mods for this feel, indeed...
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>>571171970
Jesus I'm retarded. This was meant for >>571075434
>>
>2026
>people still shilling AE2 when refined storage is just better in every way
I don't get it?
>>
>>571179223
better how, explain this to someone who doesn't use either mod
>>
>>571181721
More convenient, doesn't have gay ass setup time wasters with the crystals, no item type restrictions on storage disks, can get a storage system up and running in under 30mins of starting a new world.
>>
>>571179223
Isn't RS performance pitiful? For all its flaws AE2 is still the king of late-game automation.
>>571184487
>can get a storage system up and running in under 30mins of starting a new world.
Unironically MAWPC, if you really want instant infinite storage just tweak the configs or something. Not like base game AE2 is at all difficult.

I agree that the crystal shit is gay but there's addons and shit that make all of it better, like properly automatable inscribers, automatic crystal growing chambers, etc. It's relatively trivial to patch.
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>>571186018
>if you just patch it and--
I don't need to patch RS to make it work.
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>>571186867
Thanks now read the rest of my post
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>>571187208
I did. It was the last of your post, fag. I don't need to patch RS to make it not gay like with AE2.
>>
>>571184487
>convenient
debatable
>setup time
I like having to work for stuff, and the crystals are a fun challenge
>type restrictions
are in place to keep retards from chunk banning themselves, and barely matter
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>>571187385
>chunk banning
Things that don't happen in single player worlds.
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>>571186018
Inscribers are braindead easy to automate even within ae2 itself; I never understood this meme
>>
>>571152147
>I think if you want to get the most out of it, you should make it a priority instead of what most modpacks do and make it a means to an end.

For an example of how this can be done well, see E9E. It caps you at a bit below diamond for when you have to do your boss rush. There are still ways to cheese/trivialize bosses like the Hydra, but you do need to take out the Serpent with basically just a bow and the Lich gates off your access to anything above stone tier without raiding a hedge maze.
>>
>>571153159
ok this is pretty cool



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