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File: 1786238835444436.jpg (260 KB, 800x800)
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Mods foor this feeI? Edition

Last bread: >>576854676

► 1. WELCOME

We discuss modded Minecraft: 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. 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)
github.com/lubinacourec/SeamlessAuth (1.7.10 server authentication option)

>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/

>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

► 3. ALIVE /mmcg/ SERVERS

PathServ (ToxicJungleSerb, Fabric 1.20.1): https://files.catbox.moe/jss6vz.zip, 185.206.148.172:25573
Evilcat (Sky of Grind, Forge, 1.20.1): https://sneed.uk/SkyOfGrindBootstrap.jar
Sprockets, Islands, and Airships (1.12.1): http://bareskyserb.tplinkdns.com
TENKU SENGOKU (1.21.1): https://files.catbox.moe/celri2.zip, 217.217.30.87:25565
>>
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First for mods for this feeI?
>>
I don't like this thread :(
>>
I like this thread :)
>>
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>>577939301
Any other songs for this feel?
https://www.youtube.com/watch?v=RE2oERgJkXg
>>
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donkey acquired for the TFC Kaleidoscope millstone
>>
>>577938991
> None of that is an issue with the actual amount of resources
It's about the supply, not the amount.

> was in response to directly comparing Minecraft logic (just build more rockets rather than building 50 years' worth of technological progress) to real life logic, so yes, the conversation is very much about real life.
That comparison was about 50 of X and 1 of Y.

> The reason we didn't land a Starship Heavy on the moon in the 50's and start a base is not becasue we had a shortage of resources. It's because things like "economy" get in the way, because without profits you can't pay workers and get labour or afford to maintain your infrastructure, whereas in minecraft you just instantly handcraft things and when you build a machine it keeps working forever with no further effort.
It is the shortage of resources. Workers is a resource too.
>>
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oh my giddy aunt.

Let's see how this affects an animal
>>
>>577940092
>all that noise all over the grass
Jesus Christ
>>
>>577890196
Other mods do have normal wires, like immersive. Or yes, just keep normal ones in greg
>what to do with it
Body armour and vehicles
>so you have to somehow select only the parts that are strictly necessary for industrial progress and lay them out in a coherent tech tree with gating and fun, gamey progress.
No, those materials can be used for tools, weapons, armor, vehicles and consumables
>>577890328
Not *the* goal, *a* goal
>>
>>577941281
blame photon shaders
>>
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this thing is very fast, and it appears to not wear out the donkey
>>
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https://github.com/GTNewHorizons/GT5-Unofficial/pull/7549
>>
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bomp
>>
Any Cave Dweller mod out there that actually playable in Survival? I want to make mining more challenging.
>>
>>577944638
>1 month ago
Why the hell would they do this? Nobody plays gregslop for foodbloat, that's what foidies delight vibecoded addons are for.
>>
>>577945412
>Any Cave Dweller mod out there that actually playable in Survival?
No. Horror mods aren't designed for players, they're designed for streamers and youtubers. Closest you'll get is the fucking Weeping Angels mod and things derivative of it.
>>
>>577938518
>>577938484
Ender Storage
>>
is alex's caves in a playable state yet? last time i played it, i couldn't go anywhere near the toxic caves without my fps tanking because of the fucking radcats
>>
>>577948347
just disable the shader for the cat, works for me.
>>
>>577948347
>is alex's caves in a playable state yet
Never was, never will be
>>
>>577948347
play worleys caves or swiss caves instead
>>
>>577951034
ok now you're just making things up
>>
>>577938484
i look like that
>>
it's over...
>>
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dead game
dead general
>>
>>577942257
>We just need a modpack that actually incentivizes this, like setting infinite resource nodes up across the world at large distances, and not putting in dumb bullshit like ender chests
That modpacks name? Supersymmetry
>>
>>577959991
(You) make it
>>
>>577960161
Bro go play the pack instead of just endlessly posting about it. Share us some screenshots and maybe someone will join you. "sussy" isn't enough to make me interested. You're going to have to inform me whether this is another 1500 hour grindpack and in that case you'd better be a pretty swell dude if I'm to spend that much time on a serb with you.
>>
How come the aisloppers aren't forwardporting stuff from those golden age mods like BTA, Infdev+, etc?
>>
>>577962665
Because they're garbage?
>>
>>577962965
The worldgen in those mods is better than any modern worldgen.
>>
>>577938484
Why do you keep posting ugly jaks? 2024 wants their memes back bro.
>>
>>577964406
you mean 2022
>>
airships serb is down pls fix
>>
>>577938484
Whats the best TFC modpack for a shitty t480s (bonus if it has create aeronautics but that is just a pipedream)
>>
>>577962665
Moderner Beta can do it but is a lost case cause nu-ecosystem is full of faggots. Figures, even a gay furrylord is somehow less of a faggot than the average airslopper.
>>
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Is there a way to programatically patch textures on the fly for nu-craft? I want to patch every nether ore, even the modded ones, to use this texture as a base instead of the vanilla one, but making resource packs for every shitty mod that adds nether ores in some shape or form sounds painful.
>>
>>577964406
It's 4chins kulchur, you wouldn't get it newfag
>>
>>577959854
wish rl kimo as this easily accesible
>>
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>>577976237
'jaks are newfag culture and are now reddit and xitter and tumblr approved. Oldfag culture had the same thing happen but now that reddit and xitter and tumblr have abandoned it, it's good.
>>
>>577960161
make a server
from what i've tried the github client and server can't connect to eachother (fatal: missing registry entries)
>>
>>577969108
SIA? It’s bootlooping, investigating now.
>>
>>577978202
Why does he hate create
>>
>>577969108
>>577979205
World file is corrupted :(
I have a backup from when the pack changed servers like a month or two ago. Sorry for being a retarded host. Maybe there’s something I can do to recover the world, perhaps with nbt editing, but I can’t easily see how. The details are in the debug.log on the webpage.
>>
>>577983997
Maybe this will help?
https://github.com/Decryptu/minecraft-nbt-depth-checker
>>
>>577983921
Because it makes most of Alex's Caves items irrelevant.
>>
>>577986175
Does he put any malicious code to attack Create like he does with Nature's Compass? If you use that compass to find an Alex's cave, the compass is destroyed and says to find them the way his mod lays it out.
>>
>>577986992
lol wtf that's so petty
>>
>>577987172
It plays a Spongebob sound effect too just to mock you some more lmao.
>>
>>577988447
why lol?
>>
>>577984539
damn python 3.7 or earlier? gotta figure out pyenv now
>>
>>577996673
The guy likes Spongebob a lot, his mod Alex's Mobs that adds a bunch of animals has lots of references to the show. Like advancements named after Spongebob quotes and a rare sea bear that looks exactly like the cartoon. Ice and Fire which adds dragons has ghosts that turn into shopping lists, which is another Spongebob reference.
>>
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>>577984539
Wow that's a lot. Maybe exceeding 512 is what caused the corruption. Hope this works.
>>
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>>577969108
>>577983997
>>577984539
That fixed it! SIA is back online again!
>>
>>578001168
>>578001583
I should probably install this:
https://modrinth.com/mod/long-nbt-killer
But I've no clue what caused the problem in the first place. Probably issues with this older version of Sable if I had to guess. Though it was in WorldGenSettings, maybe it's an issue with one of the numerous mods that influence terrain generation. Like terrablender.
Shame I can't install https://modrinth.com/mod/create-collision-crashfix without also pushing it to all the clients. I'll definitely use something like packwiz for future packs, it's stable right?
>>
>have to play 1.20.1 for the good TieredZ version with red enchants
>have to play 1.21.1 for RPG Series skilltrees
ugh i cant even choose a version to start modding......
>>
it's so over...
>>
>1.20.1 was pointing to java 17 so i had to install and manually point the modrinth install to java 21 to make a mod work
curious
>>
The year is 2026.
There is still not one (1) good modpack.
All hope is lost.
>>
>>578011339
you just have to take susy and rlcraft and just mix and stir the files until it launches
>>
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>>578011339

Just make a custom one with friends. I do that all the time.
Easier said than done though. Friend (which is also the server owner) had to do all the job regarding quests though, it sucks, but it's worth it.
Playing 1.7.10 btw with shaders on with a stable 60 fps, Angelica is amazing.
>>
The best modpack is still TOYMY...
>>
>>577996725
Use this, is much easier long term
https://docs.astral.sh/uv/
https://docs.astral.sh/uv/guides/scripts/#using-different-python-versions
>>
>>577996725
> Python 3.6 or higher
>>
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There's still no reason to use anything other than Crayfish's furniture, right?
>>
>>578021089
I spent like 2 hours interrogating the clanker to find out why my apt installed pyenv wasn’t working, ultimately the solution was to remove it and just build it manually in my home directory. I don’t really want to touch it, but I’ll keep it in mind that there are alternatives.
Whatever I used on my desktop definitely wasn’t that annoying.

>>578022904
The latest Python 3 was installed by default alongside Ubuntu server.
>>
>>578026084
Immersive furniture has some good things in it that you won't find in other furniture mods, and it does so without adding 10 pages to your EMI. Also if you're really creative you can make whatever you want with immersive furniture.
>>
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mods for this feel?
>>
>old mod no longer maintained by original creator
>tranny asks him to keep maintaining it zhemselves
>he obliges
>first thing xhim does is add his bloat library as hard dependency for no reason
They better pray God exists, because else there will be no one to save them from what I will do to them.
>>
https://modrinth.com/mod/aeronautics-winds-and-weather
wow, it adds sails AND keels, something that somehow vs2 never had
>>
>>578005678
1.7 and 1.12 are the only relevant versions still for modpacks, create and create addons are not a modpack, its just one mod with addons
>>
>>578038232
nuh uh
>>
>>578038232
What about nu-TFC?
>>
>>578038919
We had a tool for that, it's called vintage story
>>
>>578038919
just use old tfc, its better because you can use 1.7.10 mods with it
>>
>>578038224
Oh shit dude, keel and rudder very nice, hope they work better than symmetric sails which just don't do shit and give really wide turning circles.
They added all this weather but I'm not seeing much in terms of the ship cutting through waves. Is that in? If so it would be a dream come true.

Still need Create: Deep Seas to keep the ship interior dry. And of course for the fuckoff huge netherite sea mines, holy balls those are fucking awesome
>>
>>578039942
>create deep seas
>pre-alpha
>ARR license
>last commit on github more than 2 months ago
It's joever
>>
Hmm, I want to make a block naturally buoyant via Sable. To float in mid-air when air pressure is dense enough. I tried turning air density up above 30 and blocks just glitch out, wool blocks fall extremely slowly at an air density of 10, but no floating. Turning volume up to 100 makes blocks very buoyant on water, to the point of bouncing and gaining more energy than it had on the way down, but no effect in air. I'm starting to think they aren't modelling buoyancy in air. Copying data from levitite seems to not be air pressure dependant, they just always float. The behaviour of hot air balloons doesn't seem data-driven, so I can't copy that. And it doesn't seem like the void sea can start at one height and end below it.

I also had a look for mods that add alternatives to hot air balloons (e.g. sealed hydrogen envelopes), or anything else floaty, but saw nothing that didn't run into the above problems.

Any ideas?
>>
>>578041570
I think hot air balloons simply vary their lift according to distance from build height limit.
https://create-aeronautics.fandom.com/wiki/Formulas
>>
>>578041685
No they produce lift according to atmospheric density:
https://github.com/ryanhcode/sable/wiki/Dimension-Physics-Data#built-in-defaults
You can easily change this to make airships able to fly high above build limit, or add strange thresholds whereby you suddenly have more or less lift past a certain Y level.
>>
>>578041801
You're technically correct, but that 320 there is the default build height limit.
>>
We need more 'tism in this place. Start discussing Autismgreg or Nipcraft or Tismfirma
>>
https://www.youtube.com/watch?v=PtRG7Ch84Po
>>
tropicraft is comfy :3
>>
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the LNG chain is complete, enough to feed one 16a mv combustion generator. next up is making chromium because its listed as a prerequisite for the combustion generator quest despite the generator not needing chromium for some reason??
>>
>>577939217
>bonus points if they make picrelated and discolor the grass around them
want
it's all either a multi-chunk square hole straight to bedrock, or a tiny voidminer making infinite items
>>
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I love chainspaghetti
>>
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>>578051520
>barely anything autocrafted
>gauge wall is already nearly full
Holy shit I need so much space for this.
>>
>>578051753
Bro, your server room?
>>
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>was mightily pleased about my little sneed oil set up
>see this
>>
how do you plan your base so you don't end up with a lawn base
>>
>>578052241
Quake maps.
>>
>>578052241
buildings first, squeeze machines into them
place a certain amount of machines, maybe a certain process or something, build a building around it. connect buildings with roads.
if you want it all to be one big base, make it modular. make a central area and add on different sections when you need it, following a design or block pallate. try to vary the height a little bit it does a lot to make it feel better, and make sure there are lots of routes through it so you can have fun running through it.
>>
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oops
>>
>>578053124
why are you in rlyeh
>>
>>578053489
why am anything

dont afk and autodrill
>>
is there a 1.7.10 wordgen mod for modern minecraft? and why is modern worldgen so ugly
>>
>>578040249
> ARR license but it is on github
Doesn't concern me, if at least the source code is available you can make your own private changed version. Hell you can just upload it on Modrinth and worst thing that can happen is that the original modder issues a takedown. If you're really concerned then only using mixins to change the other mod gets you in the clear.

I'm more concerned about asshats that make mods released under the MIT license but no link to any sources. How are you supposed to make addons in that case. How do people do it? The roller coaster mod for example, I really would love to make Phantom coaster track for that but how the hell do you do it when you only get a binary? There is already a ton of track style addons so evidently it's possible. Do I need to go on their trooncord to get the source? Or decompile the mod and hope to figure it out?
>>
>>578038232
it's an addonpack
>>
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wizarding in my tower rn
for being called ars elemental they really don't add many elemental spells at all, at least ones that can be used for combat. and the ones that are explicitly for combat are locked to level 3.
though, the real fun in ars is making fun spells for combat that aren't really directly combat spells anyway, right? my personal early game favorite is projectile launch amplify amplify, works on a lot of things that don't fly!
>>
>>578027889
The issue is that pyenv is written in python so you have this chicken and egg problem.
>which python version is running pyenv or venv?
>is it a system package? is it a user package? are they conflicting?

uv is nice not just because it works well, but because it's not fucking python, so you just install uv through your package manager and then never touch your system python ever again, do everything inside a uv env
>>
>>578048669
>LNG
I hate petrochem I hate petrochem
>>
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>newfag joins japserb
>starts using gommie immediately
>mfw
>>
>>578053124
oops indeed
>>
https://youtu.be/nF2DnwOJxmY
>>
is there any way in base create mod to transfer lava from the nether to the overworld?
what about any of its popular addons? aeronautics?
>>
>>578076246
Trains can hold fluids, and can travel through Nether portals, so you pump it out of the lava ocean, and have a train make trips to and from the Overworld via portal to transport the lava.
>>
>>578067707
it's the most efficient(assuming a high trust society)
>>
>>578076246
>>578077039
As for aeronautics, there's a mod to allow physics objects to go through portals, Aeroportals.
>>
@japserbians anyone else getting log spam?
after a couple hours of playing i now have 160MB of
>[GeckoLib/]: A mod is attempting to render GeckoLib armor (class com.almalexy.sengoku_armor_patch.client.renderer.DualPassGeoArmorRenderer) without using GeoRenderProvider! IClientItemExtensions is not supported for GeckoLib!
>>
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>>>/v/745681842
>>
>>578075846
Sounds like a worse mechanical crafter, considering that each item you want to craft that way is going to need a redstone requester.
But what is interesting to me is the way that packages are unpacked. So they have a fixed order of the items inside, which is how the mechanical crafter also knows where to put the items it is being sent.
>>
>>578080347
Hideous. I love it.
>>
i hate v so much
>>
>>578038232
You could absolutely make a 1.20.1 or 1.21.1 modpack without create. People would scream at you to put Create in, but it's possible.
>>
>>578081240
I consider create to be vanilla at this point. Not including it is performative.
>>
>>578081558
trvke
>>
>>578081558
this but gregtech
>>
>>578081105
did you get called names
>>
>bootleg tinker's construct for nuversions doesn't have support for common modded materials like bronze, steel, etc.
Why do they do this?
>>
>>578088491
>bootleg
Which one
>>
is there a good aero pack these days
>>
>>578096856
I'm making one right now
>>
>>578096856
toymy
>>
>>578096910
is it neat
>>
>>578097374
I think so
>>
>>578096910
What’s the pitch? Is it an industrial pack with aero tacked on, or is it more of a travel focused pack? Exploration and dungeons? What kind of terrain generation?

I’m looking into an aero pack with One Dimension, allowing you to fly up into the Aether with planes and airships, and even into the End with rockets. Might even stack another dimension between the overworld and the Nether. I’d like to make the overworld interesting to explore via ship annd submarine and automobile, but I’m not sure what terrain generator to use for that.
>>
I've never once read patch notes, why is 1.20.1 such a popular patch for mods?
>>
>>578109463
comunity drama, the major modloader split from that point onward and 1.20.1 was the last version both the original and the fork were cross-compatible, in the end the fork won
>>
>>578109984
that's unbelievably gay, I assumed it was something with the game code changing or something like that.
>>
>>578111072
it did change a lot, thats why both versions disagreed on how to keep doing things
>>
>>578111072
1.7.SOVL doesn't have this problem
>>
Once again I'm not happy with my current world nor buildings, so I guess it’s time to start over again…
>>
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going up
>>
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>snow overlay breaks with copycat blocks
guess I'll just wait for spring.....
>>
>>578120313
Cloud Storage walked so Create Coasters Simulated could run.
>>
are there mods that add sub-block C:A parts?
I really want to travel the world on a bike I built myself but you can't really make bikes in C:A, only big cars
>>
>>578111072
There were a massive amounts of changes during the 1.20.x era, almost the gap between 1.13 and 1.16
>>
What are your favorite mod packs?
>>
geg
>>
>>578113085
1.7.10 is just gregtech faggotry.
>>
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what the fuck
>>
People genuinely mod their games into whatever this adhd bullshit is.
https://www.youtube.com/watch?v=AgH-ccR2_Lo
>>
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umm... mods for this feel?
>>
>>578132745
"""people""" as in 20 y/o zoomers
>>
>>578133153
No, people have been doing this shit since beta.
https://www.youtube.com/watch?v=rhNKOArgm1k
>>
>>578120956
Yeah the snow overlay from Ecliptic Seasons does behave strangely with airships.

>>578128914
Shit, another one? Tell me your coords.
>>
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>>578128914
>>578134126
Got ya sorted. Found your coords through an nbt viewer, there has to be an easier way.
>>
PSA: Fluidloggable (https://modrinth.com/mod/fluidloggable) isn't compatible with Sable. It prevents you from assembling physics objects.
>>
>>578089439
Any of them, didn’t have a single one in mind.
>>
>>578136181
I'm the guy that wrote the mod, is this another one from pre-exploring the map? Or a bug. Does it show up on /locate?
>>
>>578104895
I want that pathserb feeling of untouched wilderness to explore, while also making it dangerous out there if unprepared. Hard mode + no (saturation) health regen, but mobs don't spawn on the overworld surface to not make early game too punishing. No structures except ancient cities. Nether and end still exist and both have in-demand resources.
I find the idea of the islands serb interesting, with the pre-generated nether portals being the only way to access the nether. But I'd put these portals into ancient cities, if I can manage to do that, and generally require getting some resources from the deep dark to activate them.
I'm still thinking what to do about accessing the end, I don't want it to be just another portal. Maybe someone has an idea?
Important resources won't be infinite, because I want to encourage trade between players instead of everyone having their cobble crushing setup and being self sufficient. Only diamond supply would rely on strip mining, for everything else there's the create ore excavator for most resources. Copper, iron, lapis and redstone veins in the overworld, gold, nether quartz, nether scrap veins in the nether. All of them depletable, but containing enough ore to make building infrastructure worthwhile. Glowstone becomes an ore of zinc, there's no zinc in the overworld, and there's no glowstone veins for automated mining. Infinite lava in the nether only. Plants die if grown in the wrong climates. Basically make every part of the world have something of interest.
>>
>>578146815
It was at Z=-4000, so I don’t think it’s from pre-exploring the map. But I didn’t run /locate.

>>578150292
No structures is giga boring. Ruined castles are where it’s at.
As for ancient city nether portals, you could edit some of the structure files to add portals into the ancient cities, and see about modifying this guy’s code >>578146815 (or the other mod that does the same thing) to change which structure allows a portal.

I’ve been wondering about the End too, I quite like how the portals are spread about the world in vanilla, with aeronautics maybe you’d actually find yourself going to anywhere but the closest stronghold to spawn. Otherwise, putting end portals inside dungeon structure boss rooms could be cool.

The resources situation seems good, though I’d also consider large ore veins to mine with drills. Ore excavation is mid/late game, I think making it worthwhile to find a crimsite vein in the early-game could be fun, and encourage early-game trade.

Have you chosen a terrain generation mod or biome mod yet?
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>>578151395
>No structures is giga boring
Agree to disagree. Structures are the worst part of modern minecraft by far if you ask me.
Maybe if it was done tastefully, like some truly randomly generated ruins every now and then, barely more than a bunch of cobble left on the ground that reminds you of what might have been there ages ago. But it would have to feel like part of the landscape, not some autism project of an 8 year old copy pasted everywhere you go.
As for terrain gen, it will definitely be lithosphere + WWOO. I like the aesthetics of them a lot. Also amplified nether and nullscape.
>>
>>578151778
Problem with structure mods is they’re too detailed. Mineshafts and strongholds work perfectly for Minecraft.
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>>578151778
huge truke
structures are so bland and ruin the world
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>>578151395
>this guy’s code >>578146815 (or the other mod that does the same thing)
Is that the ruined portal only mod? What's the other mod that does the same?
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>>578151947
Both are ok, but only because they're underground and out of sight. They're not very interesting, but they also don't get in the way either. Generally all the structures could have been underground randomly generated dungeons. You'd have to seek them out to find them and if you don't care just ignore them.
I like ancient cities because the whole concept feels interesting, with the giant moloch statue in the middle, it's kino. And sculk is unique enough to be a worthwhile addition. I'll also be waiting with the serb until create forgotten technologies gets a release. Way superior to create nuclear, sculk as radiation is the best idea I have ever seen.
Why yes, I'd like a giant airship base powered by ancient evil itself, that will contaminate the whole landscape if mishandled, how could you tell?
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>>578150292
>encourage trade between players instead of everyone having their cobble crushing setup and being self sufficient
I dont know about the trade part but in pathserb despite having access to all form of ore farm people still choose to spread out in groups because they want to leave their mark on the world and the ample resource allowed them to do that
>>
Also trading is only worthwhile if the resources nodes are spread out pretty far way from eachother,forcing players to actually set up logistic to transport them between base
>>
greg
>>
trading is useless because nobody wants to be the greedy asshole
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>>578151778
>Maybe if it was done tastefully, like some truly randomly generated ruins every now and then, barely more than a bunch of cobble left on the ground that reminds you of what might have been there ages ago
I agree that this is what you want to aim for. On SIA I've got a few mods that come kinda close to this. Desert Ruins and Forest Ruins are definitely more intact than you're describing, but Philip's Ruins is pretty close. I've also added Grim Kingdoms, which adds mostly intact and vast castles with monster spawners, but only in snowy biomes. For the most part I think it's tasteful enough, it doesn't blend into the terrain or aesthetic of vanilla, but I decided it was worthwhile because it gives you something to discover. Additionally, the way it handles spawning on poor terrain is excellent, with a custom rocky overhang beneath each structure.

I'd also quite like to make a pack based around salvaging lost technology, intact and modern structures would be a must for that.

>As for terrain gen, it will definitely be lithosphere + WWOO. I like the aesthetics of them a lot. Also amplified nether and nullscape
Not bad. I haven't tried lithosphere yet. I've got my eye on Nature's Spirit (detransitioned) or Cliff Tree, though I'd rather find something with extremely flat deserts and/or plains to make for a good car driving experience.

>>578152652
The anon's mod is this:
modrinth.com/mod/zIBPvPL0
Less than a week after uploading it, someone else put out this:
https://modrinth.com/mod/repair-your-portal!
There's also this one if you're using Connector:
https://modrinth.com/mod/ruined-portals-only
it has a config that allows you to specify which structures allow for portal creation, which is very handy. But Connector is a bit of overhead I'd be hesitant to add without a good reason.

>>578154550
On the other hand, trading is difficult if players are too far away. Be cool if there was something like Rust's vending machine drones, though it might clash with aero.
>>
File: shame.png (2.78 MB, 1643x1373)
2.78 MB PNG
modrinth.com/mod/zgvzJRmH
Giga slop bloat mod, but the water-like layer that spawns when it rains is kinda cool. You can swim in it. Shame aeronautics vessels aren't buoyant in it.
>>
>>578155383
>though I'd rather find something with extremely flat deserts and/or plains to make for a good car driving experience.
For that you'll definitely want Terrain slabs.

I wonder if there's a good mod to allow for reinforced deepslate to replace obsidian for portal creation.
>>
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Aetherstacking is successful.

>>578158057
I was more after salt flats or 90-mile-beach, rather than smooth slopes.

>>578158057
There's a mod that allows portals to be built using crying obsidian:
https://modrinth.com/mod/crying-portals
It is ARR and uses mixins, but if you modify it to use reinforced deepslate, compile it, and never upload it to CF or modrinth, nobody will care. Modifying it to prevent obsidian portals might be tougher. Maybe the modder anon will help you?

Otherwise, this 1.20.1 mod was made with MCreator:
https://modrinth.com/mod/deep-dark-nether-portal
So maybe you could try to do the same. A bit of GPT would probably get you to the finish line.
>>
> https://modrinth.com/mod/create-copycats-additions
Corner slopes? How about some corner slop instead?
>>
yes
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>>578159057
>A bit of GPT would probably get you to the finish line.
kys.
>>
>>578159057
I found this
https://modrinth.com/mod/portaljs
Should hopefully work if I find a mod that only disables obsidian portals.
>>
Also does anyone happen to know of a mod similar to this https://modrinth.com/mod/death-bundles but for 1.21? Don't like graves, simple as, but items despawning after death sucks
>>
>>578159057
> I'd rather find something with extremely flat deserts and/or plains to make for a good car driving experience.
Based, I'd be up for some mad maxing
>>
Does SIA have Power Grid yet?
>>
>>578151778
>lithosphere
If you're interested, lithosphere guy has also made a nether mod
https://modrinth.com/datapack/abyssaline-nether
>>
>>578164728
No, but if the host adds it he should remove dimthreads, both together produce hard crashes.
>>
>>578165809
I NEED Power Grid before I retvrn. I cannot operate without electricity anymore
>>
>>578166076
Basado
>>
Is there a mod that let's me tweak the Gamma settings for Neoforge? I want to larp like I'm on Xbox 360 edition.
>>
>>578151778
Nothing I've seen so far can beat a well crafted Moderner Beta preset, but damn if isn't hard to come up with something you like, and include all biomes you want. This nu-system is annoying as fuck, I miss the older presets.
>>
>>578151395
Meant this >>578170554
>>578151778
Either way, did WWOO's finally got rid of the "using slabs and buttons on normal terrain" issue?
>>
>>578170713
No idea, I'm using that terrain slabs mod so the whole landscape is slabs, but they turn into full blocks when breaking them.
>>
I collected a lot of iron so I could make myself a stove and a cast iron skillet.
Insane combination. Very much worth it.
>>
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>>578173104
forgot the picture
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How're his mods?
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>>578178824
he has 1 good one and a few which show his incredibly incredibly shit takes on vanilla balancing. just play spellbooks.
>>
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>>578173381
To the west, beyond the mountains, lies the scorched marches
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>>578173381
What mods
>>
where's gold or diamond's spellbooks?
>>
>>578178824
Yeah the magic one is great, loads of cool spells, very nice animations, cool bosses. There's some addons too which seem good. Don't let anybody tell you that you need to go back to 1.7.10 or 1.12 to be a wazzard.
>>
>>578183783
i'm a bit of a 1.12 purist and lover, but i like iron's a whole lot more than electrobob's wizardry. it's got proper dungeons and enemies to use the spells on/get them from, the spells are a whole lot flashier and more fun to use, don't require taking up inventory or hotbar space at all, and best of all don't require you to recharge your wands with crystals after casting a few spells. i really never liked that aspect of electrobob's, even if crystals were practically infinite it just made it more of a chore to cast your spells than it really should have been. with iron's i can throw fireballs at zombies outside my window with reckless abandon, and it's more fun for it.
>>
>>578183783
now name one other magic mod
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>>578190853
ars nouveur :3
blood magic :3
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>>578180749
>>
>>578190935
ars nouveau isn't very good
blood magic is old
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>>578178824
Spellbooks is fine, his new gun mod looks better and serves every purpose that spellbooks does though. Jewelry seems cool but I haven't played with it. I like his blood mod. The tweaks mod isn't good.
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>>578191864
>26.1.2
Why do people bother releasing mods for versions that don't have aeronautics?
>>
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3.21 MB PNG
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>>578192252
It's for Curseforge's modjam, they have a stipulation that the mod needs to be for 26.1 or higher. He'll be backporting it.
>>
>>578192557
>they have a stipulation that the mod needs to be for 26.1 or higher
lol i hate curseforge so much
the mod sucks anyway though, "what if really cool magic BUT you have to use shitty boring guns". fuck off.
>>
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>>578192536
drowned trees sit besides parched white sands
White turns to blue as land becomes indistinguishable from the sky
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>>578192557
Nevermind then, amazing stuff
>>
>>578192728
Spellbooks is a gun mod mechanically. There's no rituals, there's no process, and only a few of the spells serve a non-combat usecase.
>>
>>578192993
and yet it doesnt shoehorn in shitty gun visuals, it focuses on being cool magic. and so, it's good.
>>
>>578192842
I climbed a mountain on the far side of the world, white as snow. Quartzite baked in the sun.
At its summit I found cinnabar.
>>
>>578190853
Occultism. Yes, 'tism is even in the name. A very very powerful mod that requires some deep time investment, but you get a lot out of it and works very well with tech mods also.
>>
>>578192993
Literally casting magic missile. Idk feels like playing a wazzard to me. My wizard party members in Icewind Dale, Planescape Torment and WoW didn't do any rituals either they just sat on the ground and had their mana / spell slots recharged. Also what do you call throwing ink and components into a cauldron, is that gun crafting to you? Can I get a scope or a bayonet on my chain lightning spell?
>>
>>578195725
Finger guns.
>>
Gregicality multiblocks are so fucking ugly
>inb4 greg
Greg's own machines and multiblocks look way better, than the hyper saturated random rainbow casing spam of gregicality.
>>
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2.7 MB PNG
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>>578202325
Oh fuck, no way, does that work? Powerwashing sim in Minecraft unlocked? God aeronautics, what can't it do.
>>
>>578136181
thanks bro, i'm really enjoying the modpack by the way, i almost shit my pants when my rebreather exploded on my face in the nether and i had to run back home seconds before dying
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>>578202852
>Oh fuck, no way, does that work?
It's full bore piss blast.
>>
>>578202852
ENTER
https://www.youtube.com/watch?v=MSuUmei4cGc
>>
>>578205417
>Loconautics
is this shit ever going to release and also now that we have coasters what is even the point. I can have automatic driving physics entities with guns today. All it needs is phantom tracks and I will never ever have to think about shitty vaporware Simurail or Loconautics again
>>
>>578164728
>>578166076
I guess I can work on the next update. What else besides electricity? Just bug fixes and updating mods? I’m not sure if the modlist is even compatible with Sable 2.0.

>>578170554
Now there’s a thought.

>>578192536
What terrain generator makes drowned forests?

>>578203875
No problem, glad someone is enjoying it.
>>
>>578207614
>What terrain generator makes drowned forests?
an accident of 1.21.1 TFC
>>
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>>578202852
> Powerwashing sim in Minecraft unlocked
Modded Minecraft. you don't even need the other games anymore.
>>
>>578207614
What are your thoughts on https://modrinth.com/mod/spice-of-life-valheim-reforged
>>
>>578208326
I did consider this for SIA initially, but the pack wasn’t meant to put as much of a focus on food. Farmer’s Delight was an afterthought, and any kind of Spice of Life mod is a bit too invasive to add part-way through a pack. Spice of Life Onion would be the only one I might add after the server has become established like this, because it wouldn’t retroactively reduce people’s health bars.
>>
>>578209430
You could adjust the config to let everyone keep 10 hearts by default and then scale the hearts gained from each food down.
>>
>>578207614
carryon pls
>>
>>578080347
https://yvettesbridalformal.p1r8.net/



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