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You Will Appreciate My Optimization Edition

Last bread: >>579143079

► 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
>>
That absolute madman just went ahead and baked one
>>
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>>579415380
im having fun on the sky island serb, I wish the structures and castles spawned outside of frozen biomes though because flying around to find and infiltrate them is fun and gives good reason to actually fly around and explore.
>>
>baked
Oh. You're back.
>>
>>579417475
I WANT POWER GRID ADD IT NOW
>>
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>>579421461
>>
dedded dedcraft dederal
>>
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I've been building a bridge across this river. The middle is gonna be a drawbridge.
>>
>>579424196
sexy
>>
>>579421461
I want time to learn how to use power chip with power grid and also need TFMG CE to be fixed so it stops crashing with power grid
>>
>>579426497
TFMG is coalish thoughever
>>
>>579424196
great use of those different blocks for that bridge
>>
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>>579430141
>>579424631
It gets better. I've finished one half and have since started on finishing the other, too.
>>
Fuck, dead again. Uhhh is there a single recent modpack that uses Aero in a way?
>>
>>579433216
ummm uhhhh ummmmmm
toymy? . . . .. . ..
>>
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bmup
>>
>>579417475
Only in the latest version does Grim Kingdoms introduce structures for other biomes. And I pregenned a lot.

>>579421461
I’m testing it, seems like I can upgrade to Sable 2+ and even No Man’s Land 1.5+, but there’s a lot to tweak and optimise. I’m getting really bad stutters. Maybe that’s because of the dimthreads mod I didn’t remove…

Not adding Create Nuclear because it’s high-tech and there’s no uranium ore in the pregenned chunks. I may add Deep Seas and/or the wind and weather sailing mod. Being able to have a sealed tunnel-bore beneath sea level without needing to be burning through your backtank would be nice.

>>579426497
Anons here have convinced me that TFMG is shit. Maybe worth using in a high tech industrial pack with the right tweaks, but only if that can make it stable enough.
>>
>>579444037
Don't need uranium ore, it can be produced from granite as well
Think of it as advanced steam engines with less lag
>>
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bridge done.

Now I can finally get to my fucking salt mine.
>>
>>579445016
I forgot a beam in the fucking suspension god DAMN IT.
>>
>>579444447
Renewable or automatable uranium seems against the purpose of the modpack. There’s big diesel engines, and the fuel lasts ages.
>>
>>579442438
sexo
what mod?
>>
>>579446151
It's a pretty big factory to make it, and it's not like charcoal is in short supply.
>>
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>>579448808
Superposition but Spotlights or something probably works the same. It’s not compatible with Iris unfortunately
>>
Usecase?
https://youtu.be/3mC9BecqNps?t=809
>>
>>579452767
the map feature seems neat but slightly MAWPC
>>
>read that a new recent(ish?) forge version for 1.20.1 came with basically nothing of significance except java 25 support
>people say you should absolutely update ASAP and using -XX:+UseCompactObjectHeaders JVM argument
>very heavy TOYMY modpack suddenly starts running like a dream, memory usage dropped significantly and stutters are completely gone
good lord what black magic have the java devs been up to?
>>
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smoking some mutton blood sausage.
>>
Sure is difficult coming up with a base to build. Sure is difficult coming up with one for these amplified mountains that won't be AIDS to run around.
>>
>>579463005
Lots of launchers of some sort to jump around between different elevations, make it fun to get around.
>>
>>579463121
All I have are Immersive Engineering skyhooks and cushions.
>>
>>579463418
skyhooks cool for going down and across a valley or something. try making vanilla slimeblock launchers, i guess
>>
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pipemaxxing
>>
>>579463841
where did you get this photo of my Create contraptions?
>>
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>>579464626
*Riga impressed*
>>
>>579464626
What the hell is this mod for?
>>
>>579471769
fat people
>>
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mass production of concrete is underway. with all the steel and recently made incandescent light bulbs, got all the materials for a brutalist industrialist kino base
now all i need is the skill, creativity, and focus to actually build the damn thing
>>
>>579478462
I wish bulk item storage took up lots of room. Vaults and silos are ok, but the largest fluid tanks are way bigger than that. Railcraft and Tinkers’ especially. I want the opposite of items stored in hard drives.
>>
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I upgraded my ship so it isnt slow as fuck anymore
>>
>>579480556
what were the upgrades?
>>
>>579482204
I added more storage, replaced the four andesite propellers with one large propeller bearing, put in a second portable engine, installed an analog transmission, and made the entire ship larger
>>
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>finally got it to work somehow
I don't know if I'll ever finish this mod but it's some progress, I guess.
>>
>>579485251
what is this
>>
>>579485251
As a modding anon, how feasible would it be to create the following:
>item that falls upwards, and reduces player gravity when held in the player’s inventory
>block that has permanent buoyancy in Sable, where the lift force is a function of air pressure, like a hot air balloon structure
>Thick Air but biome dependant
Ideally sufficiently data-driven that these features can be applied to items from other mods. I’m wondering whether to give up, pay someone else to make these features, or try and vibe code it myself.
>>
>>579480556
How lined-up is your centre of thrust with your centre of drag? High throttle levels can cause your ship to pitch up or down depending on geometry.
>>
is there a mod for 1.12.2 that lets me upload custom images?
>>
>biofuel production line... now reaching completion
soon
>>
>>579495540
https://www.curseforge.com/minecraft/mc-mods/signpicture
I only know of it because I hear rumours of someone making a cute and funny cave.
>>
>>579471769
it's from Survivor's Butchery, an addon for TerraFirmaCraft.
The sausage keeping for that long is so I can have a late night snack.
>>
>>579478462
Base building in MV sounds like it'd just sap all my motivation out and make me drop the pack
>>
>>579498121
thanks, that's what i'm gonna do actually
>>
>>579490576
>item that falls upwards, and reduces player gravity when held in the player's inventory

Items can be detected in the player's inventory pretty easily like how the game detects if you have an item which unlocks a recipe. You'd just apply the slow falling effect on the player if that item is in your inventory for a brain-dead easy implemetation (for me anyway).

The upward-falling part would probably messing around with the item entity’s Y delta movement/gravity each tick.

>block that has permanent buoyancy in Sable, where the lift force is a function of air pressure, like a hot air balloon structure
Haven’t checked Sable or the other library mods yet desu so I don't know how it works.

>Thick Air but biome dependant
Pretty sure people have been doing this in funny or "hard" datapacks where they randomly start drowning on land. Just check if the player is in a biome you want it to be hard to breathe in and modify the player’s air supply. It's like a timer for the player before they start "drowning". I don't know how Thick Air works exactly so I don't know if this is what you want.

Still an amateur myself so I'm still learning. It's been hard searching for tutorials since many forums like Forge are basically inactive. 1 reply every 24 hours? Maybe there are communities in Discord but I ain't doing that shit. At best maybe you can ask some more and active senior mod dev out there, PM them in modding sites.
>>
>>579504463
At best I’d be copying example projects and existing mod source codes, then bumbling my way through to something usable using old stackexchange posts and free-tier LLMs. At worst the LLM acts as a quicker search engine that can infer which keywords I’m actually looking for, and at best they can write functioning code. I can probably hope for the latter at least for the most basic of code.

Anything that forcefully updates once per tick seems like it might be prone to lag. Maybe I can dig into how Valkyrien Warfare on 1.12.2 handled the etherium shards, they seemed perfectly performant, but the fall damage was just calculated on height, not speed.
>>
>make big door that opens outward like a drawbridge using a swivel bearing
>first test sees it fly forwards and slam into the ground hard enough to break the stone underneath and snap the door prototype off the swivel bearing, comedically sending it flying off the edge of the cliff
physics objects are so fucking cool bros
>>
>>579505691
this is why I want Power Grid in SIA, people are gonna have all sorts of funny mishaps with the electric motors
>>
>>579513817
One day, brother
>>
>>579514832
I WILL make a solar powered pirate ship and it WILL be called the Sun Skipper
>>
>>579505691
Physics object collision damage is a big mistake. Make your door just a tad too heavy and it clips the bearing and destroys it. I've had this happen with gun turrets too. Disable the addon if you can, it's much more trouble than it's worth.
I believe base Aero just has collision damage for leaf blocks which is fine and works great with the tree physics mod.
>>
https://modrinth.com/mod/dynamic-ore-veins

See this one the SIA list

is it fun

does it work out of the box

what's it like
>>
Why have people been migrating to EMI over JEI?
>>
>>579500487
it might, but at this point its starting to get necessary. i still havent built proper ore processing lines for any of the ores that're getting mined and ill have to make train and power infrastructure to other ore deposits 700 blocks away sooner or later as the sedimentary deposit alone is missing a lot of stuff, putting it all in a hole in the ground just makes the later transition more annoying
>>
>>579519367
There is nothing wrong with a lawnbase. With a gazebo on top if susy has rain damage.
>>
>>579517272
Why would anyone do that?
>>
>>579520760
SIA uses it over JEI, StartTech uses it, I don't fully understand why
>>
>>579520946
EMI lets you view an entire recipe tree and all of the base costs, and lets you multiply the output while updating all associated costs
>>
>>579521330
Yes, that's why anon is wondering why some packs are moving AWAY from it.
>>
>>579517272
JEI is just kinda sucky
>>
>>579521540
This post >>579517272 asks about migration FROM jei TO emi, so no, not away from it
>>
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>>579522806
My bad, I'm retarded. Sorry about that.
>>
>>579521330
Personally I prefer the sleek and simple look of JEI. Also I don't care about the extra tabs EMI adds. However I can see the appeal, especially for modmakers to add this in lieu of actual documentation of changes. You get to hunt for changed ore gen or villager trades or loot tables or whatever, also it shows you which enchantments go on which books, in an obnoxious way but the information is there.

One thing I do like about EMI is the recipe group collapsing. Which SIAnon spent some much appreciated effort on. Way nicer when you only have a few pages of JEI to go through instead of a thousand recolours of the same shit.
>>
is fabric winning over neoforge?
>>
>>579527362
no, I am winning
>>
>>579527362
is this bait? all fabric has to offer is aesthetic and vanilla+ slop. all half-decent content mods are forge exclusive
>>
>>579527362
No, it's pretty niche still. With the creation and increasing stability of Sinytra, there's little reason to use Fabric directly
>>
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>>579528559
Ahhh that must be why Fabric API is the most downloaded mod of all time on Modrinth. And why 26.2 fabric mods get 5x the downloads of 1.21.1 neoforge.

I don't get it either, but this is the reality. Fabric is giga popular on the newest versions. Neoforge's only draw is Sable. On the newnumberversions Neoforge is completely dead. Check the download stats on popular mods.
>>
>>579531950
you're pretty retarded, i think
in case you aren't, fabric is used in nuversions (like 26.2, the latest version) for players who are playing in vanilla and only want performance mods. it does that perfectly in a more lightweight way than neoforge does. otherwise, if you want to play modded minecraft, you use neoforge in 1.21.1 or forge in 1.20.1, fabric doesn't have as many expansive mods as forge/neoforge does.
>>
>>579532262
This is the case, Fabric is amazing for client-side mods in vanilla settings. I wouldn't be shock if the most downloaded fabric mods are all client-side only.
>>
>>579532262
Sure, I quite like the quick startup times of Fabric mods, also writing mods for Fabric is slightly more sane than for Forge. I was just responding to someone saying Fabric is niche which is just not the case at all. Look at the most downloaded mods, Fabric language Kotlin is #11 on the list. This is not niche in any way. You are not going to call me retarded for responding to that anon, come on.

Also I would not call Iris shaders a performance mod and that's the third most downloaded, after Sodium and Fabric API. Then we get cloth config which I'm going to be honest I have very little idea what that does.
>>
>>579537241
yes, i am going to call you retarded. fabric is niche for modded minecraft, it is not niche for performance and client side mods for vanilla minecraft. those are two different things.
create for forge/neoforge has 200m downloads, create fabric has 20m.
>>
>>579537521
That's a 10 to 1 ratio, your definition of niche is niche.
>>
>>579537521
if create updates to latest x version, will it be neoforge or fabric?
I say neoforge, but I also heard people in youtube saying fabric is the most popular nowadays, but this was not the case five years ago when I used to play
>>
>>579537241
Iris shaders is exactly the kind of "mod" that someone playing vanilla will install for prettier graphics along its sodium optimisation mods etc.
You yourself just proved the point that the most downloaded list is largely irrelevant when considering actual modding importance since you don't even know what the 4th most downloaded mod is or does.
>>
Is create even getting updated? I don't mean like only maintained, but like new features and more versions. Remember that the team got jobs at that Hytale game.
>>
>>579541217
Neoforge. Create has an unofficial Fabric port, but the official codebase is and will always be based on Forge
>>
Alright I've been out of the loop for months if not years and the itch finally came back.

What's the current state of magic-themed mods. I have a craving for Wizard Shit.
>>
>>579546148
for nu versions you mean?
iron's spellbooks is new electrobob's wizardry but flashier
ars nouveur tries to be a bunch of old magic mods at once and it kind of succeeds at some of their imitation, obviously falls short at most
occultism is occultism, blood magic is blood magic
there's apparently an alpha or beta build of good thaumcraft for nuversions available . . . somewhere
theurgy is pretty cool i guess
>>
>>579516431
If I recall the collision damage in SIA is toned down, a ship falling from gravity shouldn’t get damaged. Kraken events though could be problematic.

>>579517143
Because of a terrain gen library mod (I think it was terrablender) it didn’t work at all. After I spent days tweaking the custom ore veins. But it looks like they’ll work in the updated modpack for some reason, if you venture past the old pre-generation.

>>579517272
I chose EMI for SIA because EMI Ores fetches information from datapacks, while JEI resources just assumes vanilla distributions. But in trying to update them, I’ve reached an incompatibility with the JEI Create addon, so I’ll probably have to wait for that bug report to be acted on.

>>579546148
Hex Casting and Trickster look neat.
Hexerei is a Witchery clone IIRC.
Then there’s Spectrum, an interesting research based mod.
There’s a skulk linguistic research mod coming out eventually.
I have played none of them.
>>
>>579548348
hex casting is the goat
too bad that it updates once a decade
it has a version on git that can run on 1.21.1, but not released yet
>>
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>transter
>hextrogen casting
>>
>>579551971
every mod has been touched by trannies, just retexture/rename what needs it and ignore them
>>
>>579547228
Nu versions, yes. If nothing scratches the itch I'm running back to my home in 1.7.10
Ars Noveau looks alright, I'll start there and see what I can see.

>>579548348
>>579550362
>>579551971
Hex Casting looks less like actual Wizard Shit and more like Fagski's PSI "do you want baby's first compsci course" crap.
Trickster at least has a better aesthetic
Spectrum might be the way to go, from the looks of it.
>>
>>579561425
>"do you want baby's first compsci course"
yes exactly, it's wizard shit
>>
>>579561425
what's with minecraft modders trying to turn everything into their codemonkey job? no retard i don't care if coding is your entire personality i picked a career with a future instead of something that's about to get replaced by indians and/or AI and i have no interest in learning a dead end "skill" to play your shit mod.
>>
>>579562036
jeet mad
>>
>>579562036
>>579561425
If you lack basic training in logic, just say so.
>>
>>579562116
You can call me all the names you like, at the end of the day I don't have autism and thus are capable of forming a real personality and real human connections. All you have is your little discord clique.
>>
>>579562345
if you dont have autism and are proud of it then wtf are you doing here? what kinda shit mods do you like if you cant even handle something like psi or hex casting? you'll probably be filtered by ars too it's even simpler than psi or hex casting but you have to make your own spells with glyphs because customization and a cool system like that is fucking cool
>>
matcha bros, how many refugee have you taken in
>>
>>579562345
Autist here, only normgroids (like probably yourself) actually sit in discords and talk to other people
>>
>>579562546
you're arguing with the resident thaumsperg, he spends more time arguing against other magic mods than playing the one he supposedly loves
>>
>>579563238
ive been here for however long and i get to keep learning about new namefags who dont play the game. i love vg
>>
>>579563150
This is absolutely not true, every fucking mod migrated to discord.
>>
>>579563150
statement completely detached from reality
every goddamn mod has its own fucking private discord server for some retarded reason
why does a mod that only adds rivers to the game need its own discord server? WHO THE HELL KNOWS
>>
>>579563653
>>579563875
... you dont actually JOIN those discords, right anons? i can use all the mods i want in my game of minecraft and be in 0 (zero) discords related to them. can you?
>>
>>579563953
no i don't but it doesn't change the fact they exist
>>
>>579563653
>>579563875
Every mod has some normies playing it, big whoop
I know some fucking normies who played fucking GTNH of all things, don't be surprised.
>inb4 hurr they weren't normies
They had a ton of friends, they had e-girlfriends, they would go outside and do stuff or play sports or whatever, they would try to talk about their fucking day to me, they were the definition of a normalfag.

Only normalniggers sit in discords.
>>
>>579562989
I've had my eye on matcha, how is it?
>>
>>579565379
I thought I was in /ck/ and was gonna tell you to get sencha instead
>>
>>579565379
it's like vanilla, but worse in pretty much every way
>>
>>579563150
tobehonest he sounds like someone larping as neurotypical
>>
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about to crank that hog on my wood
>>
Not for the third time, please.
>>
You know what, I'm sick of tard handling tech mods and shaders for a while, I'm going to spend a season playing the first brainless Vanilla+ shit with less than 1k downloads I found
https://modrinth.com/modpack/scenery
Let's see how it goes
>>
>still no pedal-powered sable mods
why live
>>
>ecliptic seasons update removes the ability to craft any of its items
RECIPES BROKEN
THE TRUTH GOES UNSPOKEN
>>
>>579593534
wait false alarm, /reload fixed it
sia 1.2 is almost finished actually, surprisingly seamless
but there's this bug that's holding me back:
https://github.com/Starior/CreateJeiCompat/issues/4

beyond that it's just a choice of whether to include:
>Spice of Life Onion
>Create Deep Seas (and Lava Fix)
>Sable: Water Pressure
>>
>>579598073
I want to claw my eyes out reading the ai description for Sable water pressure. Seems shit no?
The seas on sia are quite shallow to my memory, is there much to be doing on a sub? Deep Seas is a pretty good mod but it only gets fun when you go deep in the water. Also be aware it adds a pressure rating to every single block in the game which knowing you you can't resist doing some tweaking on. Might be more time consuming than it's worth.
>>
why are so many aero addons vibesloppas, it was never this bad with just regular create.
>>
>>579603429
the last little bit of shame in the modding community has left and so jeets run completely free now. even in this thread there's a ridiculous amount of slop apology going on compared to what it was even a year ago.
aero is the hot new thing and so jeets have jumped at it to try and get downloads, create was released and got popular before vibeslopping was even a thing, so there was no big event to rouse the idiots like aero releasing is.
>>
>>579601473
If Deep Seas is a complete enough mod that I don’t have to tweak it to hell and back, then I’d like to add it just for its surface ship mechanics. I tried Winds and Weather (or something similar sounding) and it’s buggy and half finished.

I don’t mind vibecoded mods if they do what they need to and don’t kill frames or crash. Big if. If they used claude and aren’t retarded maybe that’s the case. But my hopes aren’t high.

>>579603429
Aeronautics’ release brought out all the schizotypal idea-people who can’t sit in front of a text editor long enough to learn java properly. Like me. While the extant autistic modders remain out of touch to what addons actually need to exist to make the Sable ecosystem full and vibrant, the schizos take the matter into their own hands. Yesteryear that was MCreator, now it’s LLMs.

I’m considering doing some mod slopcoding for myself, though 95% of my code would be copied from other repositories instead. I’d be learning modding like how I learnt Arduino. That said, I fried my last arduino nano today, so that might not be the best analogy.

>>579603704
Yeah the same absolutely would have happened when Create came out if vibecoding was a thing back then. And other modding milestones, like Technic, Feed The Beast, and Crash Landing.
>>
>>579604116
> just for its surface ship mechanics
Doesn't really have too many. You can use the oxygen system to prevent low portions of the ship from flooding. But it's easier to just cover those areas and hide them.
Then there is water thrusters which are faster and more compact than propellers. Which is nice but not crucial.
>>
>>579604116
>I don’t mind vibecoded mods
kys
>>
>>579604116
>I don’t mind vibecoded mods if they do what they need to and don’t kill frames or crash. Big if. If they used claude and aren’t retarded maybe that’s the case. But my hopes aren’t high.
In my view, if even the description is pure vibeslop, then that means there was basically zero human oversight over how the mod was doing since the author cannot even describe his own mod or what it is or does. This basically means that while there's a small chance it works decently well, it's only ever worth trying if you really have a glut of spare time to test it out and stress it in different situations; in most cases the odds are low enough that it's simply not worth it and your time is better spent testing and adding and tweaking other mods that have a better chance of actually working decently.

And some people say
>but the description is not even important to how the mod works, maybe he was careful in the code but just let the clanker write the readme!
But LLMs are actually surprisingly atrocious at writing readmes for end-users, because they have trouble prioritising what a user will actually care about while their own context is filled with technical details and the development process. And yes I use the most expensive claude at work and everything, it still sucks at readmes.
So if you just leave the shitty, uninformative, unreadable slop as the public face of your mod, you clearly did not care enough to fix the LLM's output, and the chance for the code having had any oversight are also extremely low.
>>
i scoffed at better days a few times but since adding it and setting days/nights to 25 minutes each ive been liking it quite a bit. fewer naps but every nap i do take i go back to my room because it's more infrequent. only real complaint is that if it's raining it takes a lot longer to skip it at night, but i havent messed with hammocks yet and i disabled everything in better days besides the day cycle lengthening so.
>>
mods for this feel?
>>
>>579605038
Oh I thought I read it had sails and keels and stuff. I must be thinking of some other mod.

>>579606017
>if even the description is pure vibeslop
Oh absolutely. And an AI generated title image is also a big red flag.

>>579606069
Yeah it's actually nice having long days and nights. There's a setting to use real daytime (in canada?), but if you always play at the same time of day you'll be pretty limited, so it's probably better to play with day lengths significantly shorter than a real day, or at least not synchronised. But it might be interesting to have a day length significantly longer than IRL. Maybe synchronised to the moon.

In minecraft you can mine underground whenever you want, but if there were more time specific events (e.g. fishing, unique mob encounters, weather events, NPC actions) it could introduce a bit more nuance, especially with longer day lengths.
>>
>making a TOYMY modpack
>I'm bored and need some goddamn variety, so i make it a meme modpack
>live in the ocean. underwater breathing, and run out of breath in air
>install a couple of mods, not even done installing them
>tickrates are already dogshit because of underwater entities ticking
>>
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>>579609442
Ah it was Waterworks. And it's half finished with no crafting recipes. I guess we're a ways off any boteserb one way or another. Tropicraft would be nice though, I really like that mod.

Gotta add Paddlewheels though. Also for islands over the void, this looks interesting:
https://modrinth.com/mod/waterfall_limit
>>
Anyone make use of this yet?:
> https://modrinth.com/mod/create-aeronautics-discovery
Mod that adds randomly spawning aero airplanes and balloons flying over, looks pretty fun to hunt them down
>>
>>579611246
I get the feeling they'd fall out of the sky with modified weight and thrust and SU values like in my pack.
>>
presented without comment
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT/pull/3175
>>
>>579614250
why can they never just keep it to themselves
>>
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>>579614250
Ok trannies making PRs to enshittify things is one thing.
But what the fuck is this? I thought HBM was supposed to be a decently realistic nuclear reactors mod. Astolfization effect? "Someone's request to make feminization more available"?

The PR seems entirely on-topic if that's what the mod is already like
>>
>>579614250
not your personal army, TheVitya
>>
Kino's back
https://www.curseforge.com/minecraft/mc-mods/chaos-persists
>>
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finished building my mansion, but I'm somehow not satisfied. feel like it needs more detail, somehow make it less flat. any tips?
>>
>>579624489
use more than one block for things

needs more than one solitary off-center window upstairs

some greenery/garden
>>
>>579624489
Nice murder scene you got there.
Use trapdoors as shutters? You could also add a downspout made of fences.
>>
>>579624489
The issue is way too much texture noise on a completely flat cuboidal structure.
Flat brick homes exist but they never look good. Pic related for example is obviously some kind of commieblock-type low cost urban housing, almost certainly either all rented flats or social housing. And even it doesn't look as bad as yours because the brick detail is less obvious IRL at a distance while your brick texture is extremely noisy and loud; and it's still got a tiny bit of shape and detail at least unlike your perfectly rectangular block build.

You need either some detailing to break up the shape, or use a much flatter textured block if you want to go for a more minimalist, modernist type of blocky architecture. Ideally even if you stay with brick you should find one with a much more subdued texture. Just image searching "brick house" or "brick appartment house" will show you what type of details are often included - usually some other type of stone or texture around the windows, some detailing on the facades and under the roof, etc. In fact even finding pic related took me a bit of looking to find a genuinely plain brick house pic, since most houses are not built to such low standards.
>>
>>579624489
stop monoblocking. use different blocks for detail. like replacing corners with logs for example
wall surfaces are too flat. make parts of the wall "pop out" or "pop in". for example, make ledges on the same layer as your first floor, outside "pillars", etc. stairs blocks are great for this
>>
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>>579624817
that window is there because it's in the main bedroom, connected to the bathroom. I'm honestly more proud of the interior than the exterior.
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>>579626382
some people are just born to be interior decorators o algo

you dont suck at decorating though so wtf happened to the outside???
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>>579626603
originally, I was trying to make a haunted house, but once I started building the interior, I decided to just make a regular house. I guess I'm just not good with exterior design.
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>>579626872
you clearly understand flooring shouldn't be the same as the walls or roof so what happened anon..?
>>
>>579626382
> vertical halfslabs for separate inner and outer walls
> wooden skirting along the bottom
Very nice interior detailing anon, looking comfy. Consider 3 high doors with Dramatic Doors mod. Takes a bit of getting used to but it will feel better later.

Look up some roof shapes, a nicer roof with a bit of an overhang will do a lot for your house I think. Also, a bit of panelling or braces on the outer wall where the first story floor beams would be. Some shutters and something to fill the big empty space on the right side. Maybe some flowerboxes or closed shutters, nobody has to know that there's not actually a window behind there.
>>
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>>579627821
well, that skirting comes with the block, it's trimmed light gray wallpaper from the places mod, same with the bathroom tiling. as for the half slabs, I just used framed blocks. I was supposed to put a seperation between the wallpaper and the ceiling but I guess I forgot to do that for the second floor. I really should've done more with the second floor.
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>>579626872
this look is still attainable with no or minor changes to the interior
>1
you only need some exterior details to add some depth to the structure. i personally would place some pillars poking out 1 diagonal block from the wall corners. then upside down stairs connecting the walls to said pillar
>2
just make a balcony. use upside down stairs to smooth the corners so it doesn't look too square
>3
it's just a matter of not building cubes. this is harder to pull off the smaller your build is though
>4
you need to use different materials for the pillars to stand out
>>
want to design a structure mod/datapack for sprawling dungeons, thinking about some kind of surface hive that descends
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I know I keep taking screenshots from this angle, but I love this build.
I've added more terraces to an area just off-screen where I will be growing red grapes. Trellises should be installed soon enough.
I'll be ready to make wine by next june.



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