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Ultra Sniffer Edition

Previous bread: >>584130524
► 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. 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://baresky.ddns.net (webpage and server address)
TENKU SENGOKU (1.21.1): https://files.catbox.moe/celri2.zip, 217.217.30.87:25565
Create:Gensokyo (1.21.1): pastebin.com/jYXFE4r6

Jesus loves you
>>
huh :|
>>
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woke up and started working on a digimon modpack, using digimod as a base, added a bunch of essential mods like, jade, mouse tweaks, minimap and world maps, backpacks for carrying all the digi loot.
>>
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>>585239172
We ONI now.
>>
>>585241285
Popped create in there, as well as large ore veins, might make processing and building more rewarding and varied. Also put in resource trees so I can mass-produce metals for builds earlier.
>>
>>585242991
The game itself told me to add guns; I'm just doing some world gens to see if I can get a good starting point. This one was in a tree.
>>
>>585245359
This will do nicely. Based on what I've read, I probably shouldn't hatch my mon until I start growing food/making a dojo for the training equipment setup.
>>
All this 'moning is making me yearn for a cobblemon serb even doe I had 0 interest in pokemon before.
>>
>>585249283
gonna need a lot of metal, so big initial storage space. needs storage drawers still.
>>
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I don't know if this is any good. I'm doing a second empire look for the factory because it was already looking a little bit second empire-ish from the beginning, but this all looks kind of mid so far.
>>
>>585252878
let the stone hoarding commence.
>>585252450
if you look around, cobblemon has plenty of add-ons and some resource packs, just depends on which version of it you're running.
>>
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>>585253737
This looks a little bit better, but I think I'll still have to tweak it in the future.
>>
To the anon who asked last thread how I was using lava to heat the blaze burners since you can't pump lava in, you should update. I just pumped lava in since I noticed they had an internal fluid buffer on the waila tooltip, and it turns out that was added last update
>>
>>585255142
just clearing land while it's daytime, I discovered that if you punch a digimon, it won't run; it will fight to the death. thank god the agro at least resets once you die.
>>
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>>585239172
Cool, but pointless outside of stoneblock + picky-wheels runs?
>>
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Second Empire redesign for the research lab is now done. Only redesign left is the Port Authority office and the little connecting customs house. Then I'll be able to move on to building the Schuttersgilde hall.
>>
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>>585275239
City is starting to look a lot better with these redesigns, I think.
Going forward, it'd probably be a good idea to try and get buildings right the first time rather than waste tons of time continuously demolishing and rebuilding them. We'll have to see if I can even pull that off, I guess.
>>
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https://www.youtube.com/watch?v=29HQZcHLYbU
>>
thoughts on this?
not sure I like how massive these things look but they're not exactly ugly and the effects you get for clearing them don't seem OP, just general quality of life upgrades
https://modrinth.com/mod/ancient-remnants
>>
What's going on in the NPC modding scene? has someone made human npc mod that isn't extremely bloated or buggy?
>>
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I don't really know what the fuck I made here, but it looks kinda cool, so I'm going to keep it.
>>
>>585260414
Cleared enough space around spawn to begin growing stone and wood trees; the stone trees are for extra cobblestone production without the need to dig a 3x3 hole in the wall. And I just found out the wood tree's double oak production and can have their leaves turn into any vanilla wood type, won't have to worry about dragons burning down villages, so I might make a couple wooden/stone buildings.
>>
>>585297417
>wood tree
modders have gone too far
>>
Osmium automated. Realistically I should have used 6 annihilation planes instead of 8 so I wouldn't have to use a controller on the subnet, but it's build so I'll just leave it as is.
All of the 8 planes have lava coming from above and water from the side, and generate shiverstone that has a small chance to get crushed down to osmium nuggets. I could use a drawer for the shiverstone instead of an ME drive, but diamonds are a pretty big hassle right now and a drive doesn't use them (whereas a storage bus does).
>>
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>>585290763
Did a little hexagonal lantern cupola on the roof to try and complement/ bolster the rundbogenstil style I was going for with the rest of the building.
Redesigning everything unfortunately wound up taking me all day. I was hoping to get the redesigns done earlier so that I could start on the schutterij barracks, but that's now going to have to get pushed back to tomorrow night after I get out of work.
Oh well, at least I got all the redesigns completely done so I no longer have to worry about that.
>>
Fuckers what's the best money to performance server host if I want to host a server for 2 (Me included) players and none of us has an spare PC to host it?
We'd use mostly some biome mods like Biomes O Plenty and shit like backpacks
>>
I didn't know there was a fighter plane digimon until today, please be mountable.
>>
>>585298084
Truly, if you can, run a dedicated server on your machine or his, whichever can be on more consistently. If it's just the two of you it won't take much ram to run at all, and the downside of self hosting on the machine you play on is mostly that it won't be up 24/7, but again if it's just the two of you that shouldn't be a major problem. I assume you two would want to be on at the same time most of the time anyway. Of course it becomes a problem if you've got differing schedules and the like, but I can't help with cheap server hosters I don't know the good ones, sorry.
>>
>>585297495
It comes with create support; an iron tree farm hooked up to an auto crafter could be something possible, not something im experienced in, but yeah, completely possible.
>>585298114
Found a free warpstone in the local biome; once I start scouting, it would be nice to be able to teleport home.
>>
Ok how about a skyblock modpack that’s realistic? No infinite water or cobblestone, no making something from nothing. Collect rain, grow plants, filter atmospheric dust and ash from some kinda volcanic catastrophe, catch meteors, hunt migrating flying animals like locusts and birds.
Sound fun? For extra immersion, you could use TFC as a foundation!
>>
>MythicBotany ported to 1.12
NordicCHADS, I kneel…
>>
>>585303082
Is that fun?
>>
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>>585297908
>rush to /mmcg/ to announce that one of my projects is done
>it isn't actually done
many such cases! I forgot to do the little house. I made it dutch because I've been in a dutch kind of mood lately.
Now I think I should be done for real.
>>585303157
from the modpage:
>It also adds an alfheim dimension and some content from the norse mythology
what stuff does it actually add? I really like norse myth. If it's anything good I might consider reinstalling botania on my current save.
>>
>>585299694
took a break from digging to fill my furnaces; might set up a garden/furnace shack before I begin working on the dojo.
>>
>>585303082
ftb skies starts off with you collecting dust while you fly your hot air balloon ship around. it does immediately go back to the usual though.
>>
How would a Sable modpack incentivise moving your entire base around? Infection mod?
>>
>>585304679
Make ores or other resources only acquireable in mass amounts from giant invisible ore veins that are spread across the map, in a similar manner to how Oil works in a lot of mods, and have the extraction mechanism for this operation be really big and expensive to run so you're incentivized to make a big airship to carry it around to these different veins.
And if you want to go a step farther, do something like CubeWarper did and have a lot of different dimensions with extractable resources and spread out biomes and structures that you have to get to via airship, and then have a mod that lets you dimension hop with your airship.
>>
>>585305842
CubeWarper with this would kick ass.
https://www.youtube.com/watch?v=b-ccqi3PSb4
>>
>>585282743
Me in my roadster after 10 beers.
>>
>>585306083
cool, if you can make it so the progression gates total mass or something then you could make bigger ships as you get better tech, the logistic challenge of trying to keep stuff compact would still be present
>>
finally, an actual good looking nuclear mod
>>
>>585303617
The big thing is Mjolnir, though it has a few mechanics like rune crafting. The backport also says it changed the Alfheim dimension, which was just a pretty barebones dimension with Botania ores
>>
>>585308610
Hm, isn't there already a 1.12 botania addon that adds mjollnir? I was kind of hoping that it would add gods or something.
>>
which mod has the "divine pearl" again? and what's that meant to be?
It's a yellow and purple ball thingy I found along-side a buncha purple dust in some village and I have no idea what to do with it lol
>>
>>585311747
that's iron's spellbooks i think, the real question is how do you not have a mod that shows what mod everything is from?
>>
>>585311841
it's a new world on a new instance and I totally forgot to add that one when preping this but also I do like asking you guys stuff :)
I'm trying to get into magic stuff nowdays I wanna shoot lightning from my blocky hands.
>>
>>585303082
>a skyblock modpack that’s realistic
Skyblock by definition is not realistic, the closest thing that both realistic and have skyblock element is Astroblock
>>
>>585303947
found 6 iron; it's a start, at least enough for a bucket and stonecutter, just so I can start carving up all the cobble I have and produce a digi meat farm for my mons.
>>
Easily my goofiest setup of the playthrough - these gummies all combined give you a liquid (via cooking), and all the colors also multiply into each other (red into 2 yellow, yellow into 2 green, green into 2 blue, blue into 2 red) using less of the liquid than all of them will make.
I'm just cycling each of them and using 16 spouts - it was a bit of a bitch to seed, but it's now running and filling up buffers before filling up the tank.
One of the more interesting setups to think about - I'm sure there's better ways, but I like this way.
>>
>>585316216
digi meat is starting to grow; will probably use this plot for wheat/meat production. Sadly, the meat doesn't work very well on players; granted, growing straight steak out of the ground would make cows pretty obsolete.
>>
>>585318626
>meat
>grow
thats retarded
>>
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>>585306367
>highly detailed buttons and screens on the 16x16 pixel block
>actual good looking
>>
>>585322338
If meat could be grown and actually be of the same quality, that would be great.
Sadly, nothing has come even close.
>>
>>585322338
>>585323046
The weird part is that this crop basically needs constant supervision; as soon as it matures, it can spoil fast. thinking of installing straw golem, as the little dude would solve the problem instantly.
>>
>>585318626
>you can grow meat
I will now download the digimod
are there any other mods that do this
>>
>>585324093
any mod with basedbeans, faggot
>>
>>585324093
Mystical Agriculture
>>
Why vanilla die?
>>
>>585325926
We don't talk about that here, pal.
>>
>>585325926
nobody gave me 20 bucks
>>
>>585306367
Is it functional?
>>
>>585327004
It uses the internet to connect to a real life nuclear reactor.
>>
>>585324093
I should do livestock trees at some point, as it's an option for resource trees as well; it would still require a pen to farm the parts, though.
gonna start working on the stone smelting shack.
>>
>>585324093
Farmer's Delight for the mushroom colony. Fungi are just shittier meat.
>>
>>585324093
Corals and other benthic life forms are meat, maybe there’s a mod that allows you to eat them?
>>
this spell casting stuff is COOL. I wanna get all the lightning ones
>>
>>585337204
What mod?
>>
>>585337204
Depending on which mod you're talking about depends on if I call you based or not
it better be hex craft
>>
>>585338027
>it better be hex craft
more like transcraft
>>
>>585338027
maybe it’s thaumfork? i think it had a lightning focus
>>
>>585337801
>>585338027
Iron's spells and spellbooks
idk if that's cringe or based but either ways I never messed with magic mods and stuff too often and this seemed like a good place to start.
I think it's really fun finding scrolls on dungeons and putting them on my spellbook
>>
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TFMG, Diesel Generators or Petrochem?
Also, New Age or Power Grid?
>>
>>585343651
Not cringe at all. Probably the best of all magic mods. I count mods like Thaumcraft and Botania as tech mods really. Iron's really is a proper magic mod, feels like playing a wazzard and the animations are sick too.
>>
>>585256491
THANK GOD
>finally added polymorph
THANK GOD EVEN MORE
>>
>>585327384
working on the gut's still; it is a little small, but im using it to process and store stone I dig up/make with trees. I don't really have the iron for an anvil set up yet, or a smithing station, will probably install that on the house side of the dojo.
>>
>>585356309
>I count mods like Thaumcraft and Botania as tech mods really
Despite how much Botania's dev copes and seethes about it, they are indeed tech mods.
>>
>>585357485
Started moving all my stone blocks here; now I've got to fill the furnaces with logs and prep for making my house/dojo so I can start raising digimon.
>>
>>585358221
Botania sounded really cool and fun at first but when I realized it was just a very well disguised tech mod I gave up.
Instead of making me feel like an alchemist, it felt like I was playing Create but with flowers instead.
>>
>>585358871
Gotta give it some credit, in those days tech mods were all about magic boxes, guis and input side config. Boring ass shite but we didn't know better. Botania really showed you could have a much different experience, with tons of animations and quite different automation challenges. Problem is, it's faggy as hell and once you've done it once it's shite. Unlike Create it doesn't produce anything except higher tier crafting components for its own mod so it's just kinda pointless.
>>
>>585351510
I look and post like this.
>>
>>585358841
gotta clear a bunch of large oak trees, as im going to make the dojo on the river, still have meat going; starting to realize I should make a sheep/cow pen, as I will need a bed and a healthy supply of leather and wool.
>>
>>585361736
Can you breed with the digimon?
>>
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is there a place to upload mods that wont be accepted on the mainstream platforms?

I have created a mod development kit for 1.12.2 centered around agentic automation. Hand written generators for placeholder textures, items, blocks, tile entities, entities, etc.
Ive used it to make quite a few mods and ports with very good results.
>https://github.com/skillrax/forge-1.12.2-agent-kit

>complete backport of standalone time in a bottle
>complete backport of sophisticated backpacks (merged jar with its sophisticated core and mixin dependency) with full JEI and mod metadata/nbt compat.
>a functioning world seed preview including modded terrain and biomes
>an original mod called cubic bag allowing the capture and release of all blocks, tile entities, and entities in a cuboid shape, retaining complete frozen data. pipes, machines, even an entire complex ae2 system can be moved.
>10's of small test mods

Curseforge and modrinth will not host these mods due to licensing and AI hate. But i think theres no reason others shouldnt have them.
>>
>>585365562
Did you actually attempt to upload anything to either platform or are you just guessing? They are abslutely chock full of ai generated mods so that's absolutely not a blocking concern. Yes modrinth will now ask you whether any ai was used but I don't see why you'd have a problem with that. I will say they get so much ai shovelware shite the moderation queue is completely overwhelmed and has been for a long time, it will take a few weeks for any submission to get through. At least it did round the start of this year when I last uploaded anything.
If you're not distributing any actual mods just the mod generator then leaving it on github seems fine right.
>>
>>585366204
I didnt try to upload, but I did try asking for permission.
The kit itself can remain on github without issue. The problem is the mods. Especially backports due to licensing.

For example the sophisticated backport mod, I tried to get permission from the author and he completely denied any sharing. He recently made the license for his mod All Rights Reserved. No ports, no forks, no addons, no reuploads. Cant even use more than 20 lines of his open source code, which is baffling how that license even works.

But Im an advocate for piracy and software cracking. So Ill happily upload it somewhere A lawyer couldnt reach to.
>>
mods for this feel?
>>
There really has to be another solution to more ME pattern provider slots other than installing extendedAE. Even it natively accepting capacity cards or someone inventing an "ME pattern provider XXL" or special specific extension card.
Is there some way to dynamically push and pull patterns from a storage and into the provider as needed?
>>
>>585367078
Hm ok. I don't love that mod but the guy is usually pretty chill. Minecraft modding is his livelihood though so don't read to much into it.
Just upload what you want worst case they'll reject it or maybe remove the mod when the original author complains. There's no other big mod distribution platforms all you can do is put the stuff on github or catbox.
>>
>>585370605
He wasnt aggressive about the dismissal. I politely asked and he politely completely declined any permissions whatsoever lol.
the catbox I tried atleast rejected .jars

Thats why I came asking. I was hoping 4chan had its own simple mod host.
>>
>>585361736
got myself some sheep; will wait till morning and grab some cows. A backpack and a bed would be nice.
>>
I've farmed a stack of digi meat between getting the pen done and working on the smelting shack, and now I'm trying to make the dojo. But I still need iron to build more stations and unlock the iron pick. At least I'll have extra storage and beds soon.
>>
>>585365562
make it 1.7.SOVL
>>
>Decided to try All the Mons since I wanted to try a pack that actually has other mods work with Cobblemon
>Dealt with a more unneedingly complex way to craft pokeballs as the original cobblemon way was removed.
>Realized later on how Legendaries, mythicals, ultra beasts and paradox pokemon are locked behind lots of lategame things such as items put behind Cataclysm bosses (which as I remember are buffed in the All the Mods packs), a bunch of large XP candies (that require a lot of Sculk and Honeycombs to make), and all the badges of the pack's custom league featuring the devs
>Look at the teams on the github out of curiousity
>The devs who you have to beat in order to even get the badges have competitive pokemon with perfect IVs, EVs, and some even have legendaries
>One of them even has Rotom Wash
Jesus, why must the only pack that I know that actually tries to integrate cobblemon with other mods has to be so anti-fun?
>>
>>585385967
Try the other cobblemon pack then
>>
Set up both chocolate chip automation, and Chocolate cake (for use with the kekimurus for mana) semi-automation (I still need to veinmine cake layers to make the cake bases, no realistic way to automate).
Honestly I kind of like this dimension, there's a bunch of gingerbread men running around who are neutral that add a nice aesthetic. I shouldn't need to return for a long time though, I banked up 1k cake bases.
>>
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>>585297747 (not him)
Ended up copying your setup, albeit in a stupid way.
Wanted to see how parallelizing the fuck out of pulverizers would fare (not well), but maybe it just needs a few basic upgrades, it's not like I am short of power.
Going forward I will probably just bother myself with making a steam engine on the crushing wheels and call it there, need to setup every other automation regardless and galena is next. That's particularly convenient as I have been using quite a fair bit of gravel, so that's nice to have on hand.

Do not mind the la creatura above, that's just my radon setup from before precision mechanisms I don't want to load more chunks than I need to.
>>
>>585392817
Something to note - galena specifically wants pulverizers, not crushing wheels.
>>
>>585393210
That one yes, but I wanted to compare the two methods.
Anyway these pulverizers have turned out to be rather shit at the job, even with 8 running at once. So yeah they're going to galena and nothing else.
Also of note, a lvl 1 steam engine supports a single pair of wheels at 128rpm. That's already plenty fast
>>
Diamonds automated (I remembered to only use 7 annihilation planes this time), and this will probably need to be my only visit to the Gronglegrowth unless I find my diamond income is too slow.
It's nice since I don't have the orange vector operators automated (automating the collection of blazes will probably be annoying), and it takes two to visit.
>>
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Somebody dropped a 1.12.2 thermal expansion/ redstone arsenal addon today that adds an RF-powered multi-tool that's roughly equivalent in function to the mekanism atomic disassembler, but is much more expensive to make than the AD, which is insanely OP just in general, but especially in light of the fact that it costs like 2 diamonds and some obsidian to make. So I made a crafttweaker script removing the AD from my pack, forcing me instead to go through the process of making flux-infused crusher.
After that, I'm going to get back to work on the city. I've decided to make the area around the docks the Dutch quarter, and have a couple historic flemish buildings there. I'm in the process of making the little customs house more dutch and I also plan to have the civic militia barracks be done in the same style, but maybe a bit more opulent.
>>
>>585387786
What is the pack?
>>
Setups are getting same-y, but this one was a fairly big blocker (nether quartz gated a surprising amount of stuff just with vanilla recipes). I left the lava exposed because it fits in with the nether theme.
I still have more to automate here with some mob summoning, but I need to visit more dimensions and I have lots of tasks to do before then.
>>
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Speshul effects wip
https://streamable.com/z40p5j
>>
>>585411821
Epic. What’s the theme, overtechnogy like antimatter? Or some kinda magical singularity?
>>
This setup is a little different - in addition to the bog-standard cobblegen (this time for tin), there's this ominous cube. It grows crystals when you shoot it with a special arrow, but those go away after ~10 seconds and can't be veinmined - as a result, I have 64 annihilation planes hooked up. I manually shot like 16 arrows and got ~1.5k of the crystals - I'm saving full automation for later since I need to think about the best way to do it.

I only need to visit one more dimension (the storm islands) before unlocking actually additions, which will allow me to fully automate certus crystals. Once I do that, I'm planning on taking a progression pause to set up huge amounts of passive automations and autocrafting, since I'm pretty sure the later chapters are really going to get more and more demanding.
>>
>>585306367
This better come to GTNH
>>
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I built the multi-tool. I've been continuously tweaking the design of the customs house in anticipation of making a much bigger flemish neo renaissance build. I think the current design reads as being very flemish compared to previous iterations. I'll get started with the guild hall and hopefully finish it up over the rest of the weekend
>>
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>>585426726
whoops, wrong pic. I did some birch bands in the wall to separate up the brick a bit.
>>
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>>585427003
I learned today while doing some googlefu that apparently these stepped gable things that you see on a lot of northern european architecture are called "corbie steps," which sounds really cute to me. It sounds like what you'd call a little baby staircase made for crows.
>>
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I love farmer's delight slops.
>>
>>585432858
That's normal. Some people like to eat feces.
>>
>>585358221
They all kinda are. Botania, Forestry, Thaumcraft are all tech no matter how much they try an tell you otherwise

>>585358871
Have you tried Theurgy? It's been a minute since I played with it but I remember that being closer to actual alchemy unless you're talking like elder scrolls style alchemist
>>
>>585384064
this but beta
>>
>>585385967
Sunlit Cobblemon is kino. I added a couple of mods to it but it's closer to palworld than pretty much every other cobblemon pack I've tried
>>
>>585440250
I think we’re conflating gameplay and aesthetics. A mod can have tech gameplay and magic aesthetics, or it can have tech aesthetics and magic gameplay. Trying to force everything into one box or another is unproductive when trying to construct a system of logic around what mods to include in a pack and how they are to be balanced. Mods with similar gameplay overlap in a bad way, while mods with similar aesthetics overlap in a good way, and there is cause to tweak a pack to influence both aspects of a mod.

Also hot take, there’s no such thing as magic gameplay, just infrastructure/tech gameplay, research gameplay, exploration gameplay, parametric/programming gameplay, and weapon/gun gameplay. Magic mods don’t exist.
>>
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>>585415319
It's an artificial sun. the idea behind it is that it loses a percentage of its mass each second and you need to feed it large amounts of specific items to keep the ignition going. It's just a fancy looking generator that powers everything in a very wide radius, mostly made to complement Modern Industrialization, so I have an excuse to make a dedicated gold quarry with it with the bonus of not having to replace cables 20 times during a playthrough. I don't think I want it to actually be dangerous, right now it only blows up like in the video if you break the multiblock while it's above a certain mass threshold.
>>
>>585411821
It's gorgeous.
>>
>>585442054
this thing looks fancy enough that it could be the centerpiece of an entire modpack, having to upgrade it to progress.
>>
>>585442054
singuloose
>>
I'm not looking forward to never being able to play mineman again...
>>
>>585446448
why wouldn't you be able to
>>
>>585446520
iron age
>>
i had claude slopcode a server password mod
https://github.com/Doggo-AI/ServerPass
>>
>>585442054
It is very cool. Maybe the griefing aspect should be a config. Make it for 1.7.10 so the GTNH devs can add it with the griefing feature turned on be default, lmao.

But it reminds me even more of black hole energy storage. Black holes emit energy via hawking radiation, if you want the power output (energy per unit time) to be significant, that means a microscopic black hole shitting out X-rays. If you had the technology to perfectly reflect these X-rays, you could surround the black hole with a spherical mirror to keep the energy within, and so prevent it from losing mass. If you siphon off some of the energy, the black hole loses mass, and as it does so, the power output increases. The more energy you pump into it to store, the more the power output decreases, so the less useful it becomes. If you drain it too low, the power output would get so high it would evaporate in an enormous flash of gamma rays. Also if your black hole was big enough to interact with atoms and it lost its containment field (you’d make it electrically charged to levitate it) it would fall into the earth and devour it.
The sheer scale of the masses required would be unsuitable for a game, but if instead you scaled it to be under million tonnes, with visible light wavelengths that are easy to see and reflect and interact with, it could be a really interesting late-game mechanic.

Having to create absurd amounts of anti-matter to travel between stars in interplanetary Minecraft mods could be fun too, antimatter is less dense than a black hole for energy storage, but it is more convenient. Circular particle accelerators don’t look the best in Minecraft though, maybe there’s a cooler way to make antimatter.
>>
>>585442054
this will be draconic evolution in 2020
>>
>>585448519
What’s the use-case, non-mojang-authenticated servers? Seems like a system like discord’s finite or single-use invites would be better, less prone to spam if the password gets leaked. I’d want a separate list of all users who used the password to get whitelist, so you can more easily filter out potential bad actors.
Also:
>fabric
>>
>>585440250
Same vein as magic being indistinguishable from sufficiently advanced technology, but even aesthetics and pedantics aside you have things which produce resources from other resources, either in a different form or in greater quantities, which in turn are used to create or upgrade pre existing things to further the resource processing or the infrastructure supporting it.
But no I was throwing shade at Botania because I was miffed by its mana production and the unreasonable demands it had in the name of better mana production. Fuck you I won't play actual boardgames with the flowers or setup a plant crafting line for the day/night flowers and I sure as hell will not make a sequential food production line for the gourmaryllis they will all eat bread until the constipated death of the universe and they will love it.
>>
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If anybody wants it, here it is. It's for 1.21.1
https://anonfilesnew.com/s/Ag4ij0_9mb4
Textures are placeholders, the multiblock is using a slightly modified techguns reaction chamber base and there are no recipes, but other than that it's complete. It looks weird through water, nothing I can do about that, and obviously it won't render correctly (or at all) with iris.
The way it works is:
- you build the multiblock
- place a nether star in the rear slot
- feed the terminal lots of FE (configurable amount). once the buffer is full you can disconnect the cables, it won't ask for more
- feed large amounts of blocks to its side ports to increase its mass (with a configurable multiplier) - only accepts blocks from common ores (should be all of them, they're in EMI anyway - if I missed something let me know, but it's just an item tag
- feeding items from multiple tiers at the same time increases the total amount by 5% per extra tier - calculated dynamically, so if you provide 10+20 items only 10 of both get the 5% bonus
- there's a button above each tier slot that allows you to set it as required, meaning that consumption batches are forced to contain that tier (it's a way to force the bonus to trigger)
- at 600k mass the star finally ignites and starts providing energy to all machines in a 99x99x99 area
- during ignition the mass goes down by a certain percentage each second (1.16% at 600k increases linearly in relation to the mass), while also producing FE (which increases exponentially instead)
- if the mass goes down to 400k it shuts down and needs to get back to 600k to reignite again
And that's it - the terminal will tell you what to do on each step. The explosion can be disabled by config, but also it only happens if you break the multiblock while it's producing energy - scales with the current mass
Again, this was made with Modern Industrialization in mind, but it should be configurable enough to fit anywhere. if you want more options feel free to ask.
>>
>>585442054
>meanwhile I struggle to make effects
Bros how do people even do this?
>>
>>585454590
Fuck if I know, I vibecoded 99% of it - the amount of math that it can shit out is absurd.
>>
>>585454987
So fucking dissapointing.
>>
>>585454987
So all those viral mods where a giant ass laser canon erases entire chunks or dramatic scenes of zooming into constellations to fire lasers were just vibecoded too?
>>
>>585455158
Oh, 100%. It's stupid how good it is at doing this stuff. You do need to babysit it once in a while because it can make some REALLY dumb design choices.
>>
>>585455158
Not all of them. You see, at one point humans did things because they had passion for it, and they put in the effort themselves to both improve their own ability and make something good.
Of course, in recent times a lot of the flashy useless things you'll see are going to be done by subhumans like our resident jeets. They'll be completely and utterly shit and unmaintainable and full of bugs, and the shit skinned poojeet will have no idea how any of it fucking works and even be proud of its ignorance. Disgusting times we live in, truly.
>>
>585455804
This level of boomer /pol/tard moral grandstanding is making AI hate so fucking gay. Shut the fuck up faggot I don't want to get lumped in with you every time I shit on AI sloppa.
>>
Is there a mod/datapack out there that stop certain biomes from generating? I want to remove some modded biomes from world generation.
>>
>>585440532
I checked it out. It looks neat but I usually am not a fan of farming themed packs, combined with the fact that most cobblemon stuff is on 1.21.1 instead of 1.20.1 (I really wanna have mega evolutions in the pack). Thanks for the suggestion though!
>>
>>585460198
https://www.curseforge.com/minecraft/mc-mods/biome-picknchoose ?
>>
>>585454987
Based HitachiScripter.
>>
>>585460198
Tried out Featurify?
https://www.curseforge.com/minecraft/mc-mods/featurify

Used it when making a previous modpack and it worked rather well. Also check out Structurify from the same guy if you want control over structures and biome features like trees too.
>>
>>585453984
the use case is I didn't want to make single use invites or people entering the password every time they entered the server and I couldn't find any mod that did this for the modpack my server's using so I got one slopped up

of course I wouldn't use something like this for a more "public" facing server but for friends and family this'll work fine and so far no issues
>>
liver
>>
>>585383359
Starting to work on the dojo; the first floor will be for digimon training equipment, while the second floor will be for my spawn house, thinking of doing it in bamboo and tatami.
>>
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Making some decent progress on the Schuttersgilde hall, mostly on account of the fact that I decided to keep the build relatively small and compact so that it didn't overshadow the resort.
To the left of it (which would be the front entrance of the resort), I'm going to build a longer parking lot with some smaller Dutch storefronts set back from it. This will let me create a visually contiguous historic dutch district of town, and also provide some clearance so that the resort isn't obscured by other buildings.
At least, that's the plan. We'll see how it actually goes when I get there.
>>
>>585484854
snail
>>
>>585368814
GTNH
>>
>>585486582
Starting to come together, tho tatami is a bitch to work with; I get it via wood trees, and farmers delight axe processing; the real complaint is that the block doesn't know what to do. Sometimes it links up; other times it changes the block's rotation. It's just painful that I'll have to go through and readjust many of these blocks to make them look better.
>>
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>>585487491
The little turret spire things came out somewhat scuffed, but I think they're ok so I'm just gonna leave them as-is.
>>
>>585489385
got the training equipment set up, and hatched my mon. It's pretty easy to take care of one of these; you need a bucket for washing and a healthy supply of food, also avoid punching it. it's a little more work than a pokémon, but digimon games are usually like that.
>>
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>>585490247
And now done. I'm going to clean up the sidewalk, touch up the basement windows, and do some landscaping after lunch and then move on to the shopping area.
>>
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>>585492571
I think the town is definitely starting to take shape. It looks a bit lame/ naked without lots of IE powered lanterns lining the sidewalks, but that's unfortunately just one of those things that I don't want to waste a bunch of time crafting right now instead of building more buildings, so it's just going to have to be one of the finishing touches I do after everything else is done.
>>
>>585492285
Just found out my little shit is gonna turn into an impmon, kinda rad. There are no megas yet, so I won't be riding across minecraft on a motorcycle with my shotgun-wielding Digimon.
>>
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>Farmer delight + addon vibecode to 1.7.10
>>
>>585495243
There’s always Pam’s ;)
>>
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I kept thinking this shitfuck was an egg.
bless his heart.
>>
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At lest he is aware. I just flat out skipped most of Shitdolon in that pack, threw the recipe/ritual ingredients in a pit of lava and commanded in the output item. I hated it.
>>
>>585494658
got him too impmon in about 4-5 fights, little dude sets enemies on fire now so that's nice.
>>
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Cube Warper automated blazes.
A few things to note on how they are treated here. Blazes do not spawn naturally, instead one is spawned in when a block of tnt (vanilla variant) explodes at the bottom of the hole of this structure, which is smackdab in the middle of it. You would go in, place a tnt, detonate it, and a blaze would be spat out high in the air. You would then naturally wait for it to come down and encage it (from my experience blazes do not drop their loot, instead you have to throw the blaze burner into crushing wheels to get rods and powder, as well as your empty burner back). That said, if they hit a ceiling they will just slowly fall back down, as their AI dictates.
A few things about the hole, it is made of indestructible* blocks and any blocks placed within said hole, fluids included, will get voided after a few seconds. Some might see this as cheating as I'm using unintended minecraft behavior to break blocks I have no business breaking, especially in a way that brings forth functionality. And to that I don't say much, it's my playthrough. Anyway I had to replace the broken floor of the altar hole with a string to prevent the deployer from just placing down the empty burner, and the block beneath that for the cobble to break in it's intended location to trigger the blaze spawn.

Having this automated lets me now run a loop where I cycle a handful of burners to produce a steady supply of blaze rods, albeit I am not sure yet how much the pack will demand of me. This also makes setting up another steam engine in my workshop convenient.
>>
>>585502676
dojo's coming along alright, just be aware that you can't pick up a training station once placed. Starting to realize that this place is perfect for raising baby digimon; anything champion or higher isn't going to fit. will probably go mining tonight for more iron, as iron trees would make all advancements easier.
>>
>>585507357
I've been ignoring your posts because I wanna play it myself when I'm free, but what do you think about it so far?
>>
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>got a new job
>moved across states
>haven't loaded up gtnh in 3 months
>forgot to shut down the server
>it's been online this entire time
im scared to log in and see what blew up and if I have any backups left
>>
>>585507975
Upsides:
Love getting early into AE2. The progression is in sync with the rest of the pack so you're not just speedrunning a logistic network the moment you find a meteor. Unlocking things gradually was pretty fresh.
Automating some of the resources has been pretty fun, especially given the constraints I got at any given point in the pack progression, like my automated certus or botania shenanigans. Not having storage busses really limits a lot of what you can do, but in turn I learned a bit more. If Liminal taught me how to actually utilize AE2, now I learned how to actually use Interfaces and the such. Maybe in the next pack I will need to use P2P for some reason lol

Downsides:
Some of the mods and machinery I need to rely on are extremely retarded. By which I specifically mean alex caves nuclear furnace and its idiotic and unintuitive IO, and forestry thermionic fabricator with its even more pants on head retarded IO.
At least the former let itself be automated after enough effort, but the way the latter handles its storage and output slots, as well as lack of documentation, made me just give up on the notion and just craft m*nually whatever electrons or vectors I need.
I will probably find other things i am annoyed at but these were the two in particular that really got to me.

While on the topic of Forestry, I also got annoyed at the JEI recipe clogging that mod brought. Which honestly is less so how the pack itself was made and more how JEI was configured. I think one of the newer FTB packs or ATM managed this much better, collapsing these types of recipes into one, so I won't have to scroll through 40 pages of seeing the same useless junk for every type of wood ingame.
>>
>>585470047
After giving it more of a research to find a pack. I guess outside of that pack, packs that integrate cobblemon and modded minecraft mods progressionwise very well aren't made yet. Oh well, hopefully there might be something good in the future.
>>
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i am very lonely and i want a mod that adds a wife to my 1.7.10 modpack i'm making, what are your best choices?
>>
>>585515650
minecraft comes alive
little maid mod + model addons
shincolle
lovely robot
shit man, there's so many options to choose from on that version that you're kind of spoiled for choice
>>
God I hate how hard it is to find a pack I enjoy
>>
>>585515650
vibecode a non gay clone of mca
>>
>>585519332
If you’re too autistic enough to find enjoyment in common consumer modpacks, you’re autistic enough to make a good one for yourself.
>>
>>585519332
I probably spent 8 hours making and testing packs for a modern cobblemon, try starting with a mod as the focus point then add too it.
>>
i always make my own modpacks by just adding stuff i find cool
>>
>>585519332
I'll find a pack I like but then realize that half of the mods in it are using old versions that aren't being updated anymore because the modpack maker refuses to let Botania go so I just TOYMY
Only then do I realize that it's not as fun without quest progression for some reason
>>
>>585520537
It is more I prefer some gating to prevent choice overload, but a good amount of packs that do gating i seen feel too grindy or meant for somebody above my skill level.
>>585524096
I don't have the knowledge to achieve what I desire
>>
>>585534517
There’s only one way to get that knowledge, practice. You can watch some tutorials on how to make datapacks or qubejs or crafttweaker, but ultimately the best teacher is trial and error. Especially on versions where you can hot-reload your tweaks without restarting the game.

If you need a custom mod, then thats out of reach for most of us, though with slopcode it’s becoming a bit more accessible. In 10 years I imagine the practice will be commonplace.
>>
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>>585358841
I love storage drawers walls, they remind me of those medicine drawers you'd find in a Chinese apothecary shop.
>>
>>585539009
I would but I have been too depressed to do stuff like that.
>>
where is the serb?
>>
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i love shaders
>>
hey which tree cutter mods work on WWOO's tree gen?
I'm asking because it's really tiresome cutting down some of these trees and I recall some tree mining mods don't account for world gen mods
is there like a universal one?
>>
>>585549056
Which one?
>>
>>585557893
Most of them should work, unless your tree is composed of different wood type
>>
>>585557893
i just use ftb ultimine. it just werks. 64 block limit doesn't quite get the whole tree of giant trees, but that's fine.
>>
>>585561368
nope all one block just in extreme shapes and very tall.
>>585561550
I'll look into it. thanks, you two!
>>
>>585557893
for me it's HT's treechop. Anything with a leaf block attached should work with it.
>>
Here a fun idea : use Sable Tree
>>
>>585562415
that mod that makes tree fall with physics? theyre cool but idk if those work on the modded trees
>>
>>585565335
It, like basically all other tree falling mods, have a config file where you can tell it what blocks are used as tree trunks, and what blocks are used as leaves, and which blocks hang on like vines or apples

quit being lazy and download some mods to mess around with
>>
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>>585565517
oh ok
>>
>>585515650
the one that adds me to your server
>>
>>585515650
Claude can you code me a Minecraft waifu?
>>
Do you guys actually play on the servers listed in OP? I want to hang out with Anon and just play some fucking vidya
>>
average GT modpack
>oh hey look at all of the cool stuff you can make and machine!
>huge variety of machines!
>oh but if you want to make anything you need tools
>like 10 of them
>and microcraft each screw individually
>but hey! if you can do that enough, you can make machines that do that for you!
>then you can make the machines you want to ma-
>oh no wait if you want to make a machine like that you need to build a Dickinballsation catalyzer first and then-

Average Adventure/kitchen sink pack
>kill a zombie
>it drops 7 items
>each item is kind of useless and from a different mod
>don't worry though theres backpacks
>adds a new kind of skeleton that sets your house on fire.

average anime modpack
>In this modpack, you can become a super powered god!
>spawn in
>walk 2 steps
>jumped by a squad of pirates/pack of dogs/giant ants/what have you
>die immediately before you even know what the UI does.
>>
>>585584374
>Do you guys actually play on the servers listed in OP?
no, it's boring create slop packs
>>
>still no nether arthropod
>>
>>585587879
You're a dumb, lazy faggot.
These are mod packs - you can change them however you want
>>
>>585587879
now list the bad types
>>
>>585515650
discord
>>
rip my digimon world, woke up this morning to: it's not even giving me crash reports, no idea what I did, but all the other modpacks work fine.
Was fun while it lasted; getting too rookie wasn't that hard, and I hope to see Megas added at some point.
>>
>>585297747
what kinda temu platline is that
>>
>>585303082
You are literally just swapping the cobblestone generator for an atmospheric filter, and the infinite water source for a rain barrel. That's it, 99% of the rest of the gameplay is going to be identical
>>
>>585317320
>create: shapez
>>
>>585455804
>Not all of them. You see, at one point humans did things because they had passion for it,
Nobody ever had a "passion" for those viral flashy eyecandy mods made for the single purpose of getting a lot of tiktok views.
>>
>>585587879
Of these, only the kitchen sink one is objectively bad
I have fun making machines to make machines to make machines in GT. I'm sure there's people who have fun dying to ants 200 times until they manage to break through the early game and level up to become a superpowered god
>>
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did you get rats
>>
>>585587879
i hate the recipe autism modpacks
>>
>>585611924
did anything come of the fractureiser or whatever it was called a couple years ago?
>>
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Starting work on the shopping district. Did what was hopefully the last of the terraforming I needed to do for my city earlier this morning. Only thing left in that regard that I still need to do is put up a big concrete wall with some guard towers along the perimeter of the city to keep the mobs out. I also considered placing a bunch of EnderIO aversion obelisks around the city to stop mobs from spawning without having to torchspam (or, in my case, invisible light source spam), but honestly they seem like a pain in the ass so I think I'm going to just manually light up all of my builds as I go.
>>
I'll just rebuild it and use the cobblemon x digimod mod to make it easier to get mons. I liked the raising aspect, but not everyone likes the tamagotchi aspect of digimon.
>>
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>>585620632
I don't know if putting these two builds, one very ornate, and the others very simple, right next to each other was the best idea. I'll have to sit with it for a bit and see how I feel.
>>
>>585624937
I wish it wasn't so orange.
>>
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>>585625019
Your wish is my command
>>
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>>585622681
>add basically everything together
>no start up again
welp back to square one and see what's causing the problem.
>>
>>585625654
Even with the bare bones it's not working, gonna go back too digimod and see if that let's me boot it up.
>>
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Hmmm...
>>
>>585626160
>five mods
>still not working
https://www.youtube.com/watch?v=fiwRZ_j61Dc
im just gonna go back to playing cobblemon for a bit.
>>
>>585587879
The beauty of a true kitchen sink is that you can add and remove what you want. Almost like dishes in a sink, almost like that why it's called a kitchen sink

If you're downloading someone else's kitchen sink willingly without it being for a serb you get what you deserve though
>>
starting an alpha sapphire game to pass some time.
>>
>>585631092
Caught a zigzagoon as covet + pickup = free shit. Even if it doesn't work like the game yet.
>>
>>585632561
Beat May easily; she didn't use absorb, caught a wingull, as there are apparently good fly mons. A poochyena for bite spam, a wurmple for dustox/beautifly; I don't plan to complete the dex, but it's nice to have more mons.
>>
>>585628415
Ironically enough I had this exact same problem with cobblemon and like the issue was that the add on that everybody told me to get was making me crash because it needed 1.8.1 and I had 1.8.2 or some stupid shit like that
Minecraft modding is fun
still less painful than Skyrim
>>
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Chat am I cooking?
>>
>>585637868
Both are a pain sometimes desu.
>>
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Dutch shopping district done. I didn't want to make it too big because I want it to naturally feed into the boardwalk which itself is sort of a shopping and restaurant district, so I want to give myself some space to start to pivot around the corner with a new architectural style. I'm thinking georgian/ queen anne for the waterfront area but I might switch to something else if it feels too repetitive.
>>585637868
>still less painful than Skyrim
the most painful aspect of skyrim is just sitting around waiting for shit to work. You have to download all the mods at 2 mb/s because jewish throttled downloads on nexus, then you have to wait 15-20 minutes to autoclean mod plugins, then you have to wait 2 hours precaching grasses, then you have to wait 3 hours running xlodgen, then 1 1/2 hours running dyndolod, then 10-15 minutes running nemesis and bodyslide only to load in game and realize you messed something up and have to start the whole process again. In terms of complexity, though, it isn't that bad.
>>
>>585639615
I remember when I used to use DynDOLOD and I'd have to wait literal hours for it to generate lods just to find out that whatever stupid mod I downloaded that made me regen either crashed me or was just ass. Trying to troubleshoot in Skyrim is a nightmare. Trying to troubleshoot Minecraft though also makes me want to pull my hair out, but at least I don't need to pre-generate chunks with a program that barely works. I hear someone slopped up a dindu that works better though
>>
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>>585640301
I sacrificed a lot of graphical fidelity in my skyrim modlist to reduce the headache of setting up mods and increasing performance. My game looks a lot worse than it could, but dyndolod gens in ~15 minutes for me and that's great.
>>
>>585642353
Yeah I stopped using it entirely. I have some fucked up lods by Winterhold and the dragonborn gallery isn't rendered correctly outside of Solitude but I'm okay with it because I'm not spending my Friday night waiting on dindu to finish while I watch slop on youtube anymore, now I'm doing it with Minecraft, watching neoforge crash forty times while I uncheck things one by one and read incomprehensible crash logs that grok/gpt/gemini can't decipher either
>>
Are we gonna die, papa?
>>
Sniffer keeps the thread alive this time.
>>
One cool thing about this stone is that if it's next to a heat source, it changes texture. It made this otherwise normal build look much cooler.

I still have a lot of more mundane things to do in my main base though, catching up with all of the automation I've put off before I got the tools I wanted. I'm still tempted to put more off until I have good conduits (functional fluid conduits and extract speed upgrades), but things are starting to be a hassle.
>>
>>585627338
Don't cross the beams!

>>585638897
Yes, but it's pretentious as fuck. Would fit right in with draconic evolution.
Instead, make them glowy purple tendrils as some sort of thaumic eldritch flight technology that gives you warp in exchange for fast travel and damaging nearby entities.
Maybe it could be (semi-)creative flight that only works when you're within range of an overclocked tesla coil, like that Create Balanced Flight mod.

>>585653103
That is very nice. Is that a feature from a mod? Or a connected texture feature of some kind?
>>
hmm, 3d print or modded minecraft...
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>can't figure out why grapevines from Kaleidoscope Tavern aren't spawning on trees
>turns out CliffTree modifies trees so grape vines will never spawn without me using creative to give myself what I need to grow them myself
So what would be the easiest way to fix this? A kubejs script? Clifftree is really comfy and my world is almost a week old
>>
>>585658734
ask your clanker of choice to make a compat
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>>585658734
>data pack
Most A.I can fix that for you or swallow your pride and join their dickcock for support
>>
>>585234814
Based
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>>585658734
Looks like CliffTree modifies vanilla tree features, which may overwrite whatever changes Kaleidoscope Tavern makes, though the latter doesn't use datapack features to add its grape vines.

Here's vanilla:
https://mcasset.cloud/1.21.1/data/minecraft/worldgen/configured_feature/oak.json
While pic related is CliffTree's replacement file, also at /data/minecraft/worldgen/configured_feature/oak.json
The acacia one seems more intelligable than this oak, actually including log and foliage generators. Looks like the main point is to prevent trees growing on a few block types (clay, snow, sand, cactus), so presumably that means they can generate on a lot more block types than just dirt/grass?

In the same way jungle trees and swamp oaks have vines on them, you can possibly add your grape vines to a tree type or two of your choosing, while retaining the changes made by CliffTree.
Otherwise, you could override CliffTree's generation of one or two tree types with the default vanilla, to check if grapes will spawn on them again. I'd guess they would.
You could also add a custom feature that grows grape vines (with or without trees) independently of vanilla tree features.
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>>585653670
The block is called darkslate from Darker Depths, and it's just a feature of the block itself
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>>585667203
Neat. How does that mod behave in a pack? Especially in a tech pack, I’m wondering if its utilities aren’t overshadowed by powerful tech, while also not being overpowered themselves. Ideally any tech mod mechanics seamlessly work with elements of these sorts of content mods, allowing automation of time/rng-based mechanics at the very least.
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>>585672731
In this pack, there's a bunch of different dimensions and each makes a different stone when you set up a cobble gen. You use those stones to automate resources (among other automation methods).
The pack (Cube Warper) is super high effort in its construction, I don't know how it would work in a normal kitchen sink/slop pack.
>>
Been playing Prominence 2 as my first modpack for the past few weeks and I'm realizing adventuring sucks, and the most fun parts are when I'm interacting with the tech stuff to build irrelevant stuff that doesn't help me.
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>>585639615
Looking good anon, nice shapes on the building fronts, the left one is stunning.
One thing I will say is we Dutch love to wallshare and in our cities you would not see these alleys between the buildings. With the gigantic parking lot it strongly gives off "American Dutch themepark", not that there's anything wrong with that.
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>>585673332
I don't really like dimension mods or cobblestone generators.
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>>585678820
Cube Warper might not be for you, that's fine. The cobblegens and dimensions play a pretty minor role, in fact you can get by without doing any cobblegen whatsoever. Veinmining will get you much larger stone quantities much faster. The dimensions are all different but don't expect 20 fully fleshed out Twilight Forest style worlds. They're just different places where you get 2-3 resources and maybe set up some automation.
The challenge is in the cube which you take with you. What do you cram in that limited space and what do you leave behind when warping. Also some fun automation puzzles which are different from the usual. No branch mining, no sifting, you get to play the game straight away. It's worth checking out and at least progressing through the first chapter.
>>
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>>585653670
There's no warp here, eldritch stuff always felt shoehorned at the last minute in the mod, and it's mostly just flavor text. I want it to be more of a support mod that provides fun tools without having to sit on your ass in your base, so I simplified things a lot - I got rid of the aspects system because for me it sucks if you don't have other mods that provide alternative sources for it, and making a chicken or crafting table farm really doesn't add anything to the gameplay. I'll definitely tone the wings down, but they're mana powered so they mostly fit. I think I'll make them give pseudocreative flight, so it's a slow creative flight and limited to 2-3 blocks from a floor/wall, with heavy mana consumption if you get away from them so until you get a high mana level you can only fly for short distances.
>>
>>585679701
If you could fly faster when closer to blocks, it could become a skill check allowing you to blast through forests at high speeds.
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>>585680806
That should be easy to do: check if there are blocks within 1/2/3/4 blocks distance and set the maximum speed accordingly, with a bit of a curve to it so it doesn't stutter.
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>>585681654
Make the speed setpoint damped with a time constant of a second or two, but the actual player speed should ramp towards that setpoint significantly slower, taking maybe 5 seconds to get up to speed. Perhaps it would be decently fast with normal blocks next to it, but if you wanted to make a fast flying highway you’d line it with something in particular. Like those speedy pavement blocks that I think you could make in thaumcraft, though it’s been a while. Perhaps something to conserve your flight time might make a different kind of highway lining, like magical wood or something.
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>>585515650
Crazy Craft
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>>585676398
Thanks! Older American city with a smattering of European architecture is definitely the aesthetic I’m trying to go for. I think that’ll become a little bit more obvious once I start building more modern office buildings and big advertisement billboards.
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>>585679701
>no warp
>no eldritch
>no aspects (replaced with a generic mana system)
ey jimmy, gimmie a thaumcraft with nothing.
>>
Rate my villager voiceover
https://minepack.fr/manage/c1a05b37-f444-4229-9b1b-78e54228c31a/419397a6-3f6a-4ba2-9ee3-b5717cd473b4
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>>585706719
Not my voice btw
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>>585687049
My paving stones of travel already speed you up incrementally as you run through them (the original just spammed the speed buff on you), with the max speed bonus being reached at 8 seconds; that speed is already much faster than the harness, which is something that's more focused on exploring things like ravines and the nether. One thing I could do with it is that upon reaching full speed jumping propels you up and switches you to elytra flying mode (which is not something you can have normally with the harness, so once you land that's it) - that'd more than justify setting up the infrastructure.
>>585693198
No research either :^)
Warp is just a number that you need to increase to unlock stuff in exchange of random minor annoyances; it's so barebone and uninteresting it's not worth spending time on - I do want to implement the labyrinth.though, possibly with a customized boss fight.
Removing aspects is a personal choice because centrifuging crafting tables for all aspects but perditio (that's in cobblestone so it's a non-issue) doesn't appeal to me anymore. I did have the idea of having item based essentia, so something like the boots of the traveler could need boat and feather essentia - I haven't decided yet.
The mana only replaces the Vis cost for wands and the arcane workbench - I've always hated the aura system, it's an annoying soft cap that stops you from scaling things up.
Thing is, I don't really like Thaumcraft as a mod; what I like about it are the equipment, trinkets and wand (or rather, staff) caps, so I'm focusing the mod on expanding those instead of having it be infrastructure to get them.
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>making a modpack for a friend with guns
>doesn't touch the first one I made for him
>okay
>he complains there's not enough shit to kill as he flies around in creative
>he likes Fallout
>make some adjustments and play tests off a pre-existing pack
>spend 4 hours putting it together and playtesting
>he spent 3 hours upgrading his survival bunker after I updated the pack with ice and fire, ars, eidolon, mutant beasts, mowzies, and rats.
he has no idea how much of a bitch I've already made life for him; thought of throwing the flesh that hates at him, but im not satan.
>>
sniffers, save us!!
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>>585717902
The essentia system has always been a bit strange, if instead you couldn’t get it from mundane items and there was just the main 6, that would probably be fine. Get fire vis from vis crystals, or from setting up infrastructure (e.g. a node and pipes to suck from it) near a nether lava lake. Maybe some mid-game option where you can deplete an area of its fire essentia using some hand-held item, and it would only recover slowly.
Perhaps experience and primal could make up other essentia. The former being a direct conversion from experience, the latter being basically unobtainable until late game, maybe you could slowly leech it off the dragon egg or something,

>>585720085
It would be nice if there was a mod that made the game more difficult as you got further from spawn. I think Ice and Fire does this with its mobs’ abilities to spawn, but a general difficulty curve that scales health and damage and armour chances of vanilla and other mobs would be nice.
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>>585720085
doing a final playtest, sadly, the two mob mods I wanted to add to make it worse didn't wanna cooperate.
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>>585729401
>recreating the vomit-inducing fallout 4 10mm instead of the sexy fallout 3 one
why the fuck would anyone waste their time doing this? Did they also recreate the synth toilet armor?
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>>585732182
Well, there are multiple 10mm pistols in this modpack by default. Speaking of default, I think I unplugged something, and it stopped being able to gen worlds. So it's back to square one. Good thing I sent over a functional copy last night, so I'll remake it just for myself.
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I'm redoing the facade for the Schuttersgilde hall to try and make it a bit less busy and more visually coherent so it fits in better with the dutch vernacular marktplaats next door. I think it's getting there.
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>>585729302
Them being place based is a neat idea: ignis from a nether lake/portal, aer from mountains, aqua from rivers/oceans, terra from plains, perditio from (way too endgame), order from uhhh, no idea. Right now Nodes randomly create aspectless crystals in a relatively small area around them, but I could make it so they can be attuned to a primal by un-jarring them near the required place and using a machine on them (thaumcraft had the transducer, which did something different but still fits here). The issues are that you'd have to do that 6 times in different places by jarring nodes 6 times (12 if you want to move them to your base afterwards), plus several items don't have a primal that makes sense for them when crafting - like, the fortress armor has metallum, praemunio and potentia, charm of undying has victus. I would have used ingots and redstone essentia for the first two and a bit of golden apple essentia for victus.
A compromise could be having aspects come from a single item/tag each, with no combinations or separations; fulgur (lightning) from copper rods + aversio (tagged swords) for the sword of the zephir, or crafting tables for fabrico + dirt for terra as usual for the shovel of the earthmover. Those aspects would come from the current aspectless essentia piped in a different alchemical furnace that converts it by consuming the respective items; the conversion would be pretty efficient, so you don't need a large amount of items per infusion, but at least it would add a bit of depth to the mod (it would be fully data driven, so you could rebalance and add whatever aspect you want); it's also the perfect way to avoid having to assign essentia to hundreds of items when you know there's no point to 90% of them.
>game more difficult as you got further from spawn
Techguns (and my port) do this with a danger level that also increases in some biomes by 1 or 2 points; the mod spawns a dummy entity that checks the danger level and rolls for the spawn .
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>>585735720
I like the shapes but the white might be a bit harsh. Try some different coloured bricks on the horizontal lines? Or some oak planks even? If you can find space for it, window shutters would also give some character to the buildings. And are very common in Dutch buildings.
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>>585737409
Would dark oak shutters work if I swapped out the white birch for regular oak do you think?
I'm using macaw's trapdoors to make shutters. The dark oak trapdoors by default look nice for shutters, but all the other wood types require tons of really tedious micocrafting to get into that 4-panel configuration that dark oak gets by default.
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>>585736440
perhaps you can recreate the conditions for aspects?
>you can use your wand to make a node start attuning itself to its surroundings, this process goes on for ten seconds.
>the four 'elemental' aspects are piss easy to make the conditions for, and its likely that you'll have everything needed at your base already
>ignis needs lava, aqua needs water, terra needs dirt or stone, aer needs a lack of other attunable blocks
>the most present condition will determine what the node attunes to, and the amount of it will dictate vis capacity (or how fast crystals grow nearby)
>ordo/perditio require you to sacrifice items
>ordo needs you to place an arcane workbench below the table, place items into the worktable so that an item with durability would be crafted, the node will absorb the output item and gain ordo capacity/growth rate based on the total amount of durability consumed.
>perditio requires throwing items with durability into lava or a cactus. the more durability consumed the more vis capacity/growth rate the node gets
>to get compound aspects, if a node is attuned with two or more already attuned nodes nearby it will instead consume a portion of the vis from those nodes to seed itself.
>but a node can only hold one vis type, so while attuning it'll try combining aspects to hold what it takes in, but if there's multiple left when its done it'll dump aspects randomly until one remains.
of course since you're going diet thaumcraft this probably seems lame and gay to you.
>>
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>>585737835
>>585737409
I tried it with oak paneling and dark oak shutters. I think it's a definite clear improvement over the original. You were definitely right about the birch being very abrasive. This looks a lot more comfy and inviting
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>>585679701
>warp a shit
It really was just a nuisance mechanic with no depth to it, yeah.
>eldritch stuff always felt shoehorned at the last minute in the mod
Thaum 6 had it eternally half-baked but Thaum 4 was fine.
>I got rid of the aspects system because for me it sucks if you don't have other mods that provide alternative sources for it
Honestly fair, but aspects were a massive part of the feel of Thaumcraft so it's better to put in the effort to rebalance acquisition sources.
>>
>>585736440
I was thinking that moving a node wouldn't allow it to keep regenerating that essentia. That you'd have to build distributed infrastructure. Maybe that's too tedious for some modpacks, but it would definitely be good for other modpacks.

I don't really like the idea of "take unremarkable pieces of copper, put them together in a certain order that attracts lightning, suddenly it has a new lightning aspect". I prefer the aesthetic of things being inherent to the material like in chemistry, but if EVERYTHING has a bunch of aspects, it becomes oversaturated like greg chemistry. If it was rare, e.g. inherent aspects like Skulk and Warping and Undead, that wouldn't be too bad.
The distilling to seperate aspects from impure source materials is definitely an interesting part of the original mod, but requiring those source materials with multiple aspects seems like it might be more trouble than it's worth.

Tag-based seems like a bit of a pain to get working (e.g. such that a block of gold has 9 times the essentia as an ingot, but a block of hay doesn't have that same essentia) but if done right it would expand itself to other mods that use those tags quite readily.

>>585738828
I like this idea. Surrounding the node with fire or lava to get ignis, though maybe it could consume them like a hungry node does. That makes the automation challenge more interesting than just feeding items into an alchemical furnace or cauldron.

I can't remember the difference between aspects, essentia, and vis.
>>
Small setup for clusters of brilliance - deepslate comes from an igneous extruder below, an import bus on a subnet places it, and then a second subnet above breaks it into clusters of brilliance (needed for mek circuits). Both drawers are on a drawer network that is storage bus'd into main net.
Only 7 of each instead of 8 so I don't need a controller on the subnets.
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>>585738839
While I'm touching up existing builds, I also decided to touch up my german Rundbogenstil building to give it more pronounced "eyebrows" over the doors and windows.
>>
Blew up my EBFs again while switching out the energy hatches...
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>>585744638
>>I can't remember the difference between aspects, essentia, and vis.
>aspects
simply the branding for it all. but gameplay wise you use aspect points for research
>vis
aspects in the form of energy, gotten from nodes (or dropped by slain mobs).
used by wands for spells, or it can be drawn from nodes to fuel certain constructs
>essentia
aspects in the form of a liquid. gotten by dumping items into a crucible or alchemical furnace.
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>>585749352
have you tried not doing that?
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>>585748808
Final rendition of the Schuttersgilde hall. Thanks to the anon who recommended oak trim with shutters, I'm personally a big fan of the changes.
I've been running the brick machine all night stockpiling building materials for tomorrow (or, more realistically, later in the week). While all these little buildings are nice, I want to start working on the big office building area of the city to start developing the skyline. I plan to do a couple in a simple brick georgian style, and then 1-2 in the modern international style so the city looks like it was developed gradually over the course of several decades.
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>>585753770
I tried and it's not helping. Now I blew up my substation...
I think I will restore from backup for that...
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Alright, so after a couple of hours-long nap, im back to coffee and play testing, so far I've spent 4-6 hours just tinkering with things on and off to try and make it difficult too survive but not impossible, bunker down helps with that a lot as you can basically just live down here while only going too the surface for supplies.
>>
Deployer automation is finally online - the lasers on the belt have higher priority (since that's where the bottom shows up when you shift-click the recipe in) and the item lasers place them in the right spot. Since it's on a belt, I don't need to set any filters - just shift-click the recipe in and place it in the pattern via a terminal (which is super essential given that I want to be able to set these recipes interdimensionally).
I'm also able to tile this out even more if I need to, since there are no pattern capacity cards and a lot of deployer recipes.
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>>585759470
you start with a wood pick, some under root, two bones, and like 1-2 basic crop seeds. I spawned in the gun; if I were less lazy, I'd try to make it part of the spawn-in package. Probably gonna use the bunker as a base for a while. I still need to check out the surface, but I saw a forest biome on the minimap.
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>>585759470
What mod adds the fallout guns? And more importantly, does it have the chinese assault rifle?
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>>585749381
Is there any conversion between vis and essentia? Seems a bit strange if you'd charge up your wand with basically the same thing you infuse into a craft, without any way to convert one into the other. Specifically for the fundamentals, if I recall there aren't complex vis like there are complex essentia. And this question is especially relevent if thaumlite is going to ditch a bunch of those complex essentia. Just having the fundamental vis/essentia types seems like a reasonable way to go. Though having just fundamental essentia and replacing vis with mana also works, I guess? Be better for integrating into other magic mods that use a mana system.

>>585760998
Probably a 3rd party tacz gun pack. Though maybe there are gun packs for vic's.
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>>585760998
there is a tacz mod for fallout, but what im using for fallout units and models in general are 3 mods, Fallout inspired power armor, fallout wastelands, and fallout wasteland waste-not.
>>
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>>585762409
>Probably a 3rd party tacz gun pack.
it's kind of funny to me that fallout 4 gun modders (rightfully) go out of their way to mod this fat tub of shit out of the game, only for minecraft modders to turn around and mod it into existence in their game.
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>>585763553
ventured out of the bunker, found brahmin, gonna start pulling oak into the bunker for furnaces and paper production.
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>>585765725
small upgrade to the bunker; I can now produce paper from bark and have torches.
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>>585767332
Did some scouting around, found a village and a dragon corpse, and also a destroyed tram tunnel with food, gonna camp here for the night, then head back to the bunker.
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>>585757647
this anon's stuff keeps blowing up
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>>585770951
Clearing trees, gotta get land to develop.
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>>585772705
got wheat going; gonna expand the base walls eventually.
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>>585774907
Too bad he just spams one voice line. Had it randomly spawn; pretty used to rad roaches spawning here.
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>>585778718
gonna double smelt all the cobble I get to expand the place; probably will set up a mine on the surface for cobble farming. I'm not literally swimming in iron, so this is probably the closest I can get aesthetically.
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>>585762409
>Is there any conversion between vis and essentia?
i honestly cant remember.
i think one of TC4's addon's might add a way.
but in general consider vis to be "fuel" while essentia is a liquid crafting ingredient.
>>
>>585234814
So I am playing on 1.8.9 (no mods for now) using PolyMC and for some reason some sounds in the game are just missing. Doesn't seem to be many of them but it's still kinda annoying in a way. So far I've noticed:
>no door placing sound for wooden doors at least
>taking and placing water and lava with a bucket makes no noise
>Witches make no sound at all besides maybe their footsteps

I think that's all I've noticed so far. There may be more things missing their sound(s) that I just have yet to come across. Is there a way I can fix this?
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>>585754518
Looking good anon, try some shutters on the white facade building in the far left of this picture?
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>>585785306
If I recall, some older versions had problems loading assets from Mojang servers, there's probably ways to check that you're using the right audio assets, cross reference a file and its location with a database like mcasset.cloud I guess. Ensure you're using the right java version, for 1.16 and below it's version 8. Otherwise, there might be a sound fixing mod out there.
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>>585785306
common older version issue, I don't remember what the fix was but it was something trivial
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>>585789597
Ok thanks, good to know. Guess I'll have to search more.
>>585786946
>Ensure you're using the right java version, for 1.16 and below it's version 8. Otherwise, there might be a sound fixing mod out there.
I am for sure using the right java version. I triple checked that. Might have to look up a mod like you said if there's no other way.
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>>585736440
I don't dislike it (well, I dislike that ordo and pertitio are primals that don't have an intuitive block simply because they're not elements), but it really doesn't fit here.
>>585739038
>Thaum 6 had it eternally half-baked but Thaum 4 was fine.
The only thing I remember about it are the floating totems that generated with cultists and the labyrinth it led to. Am I missing something?
>aspects were a massive part of the feel of Thaumcraft so it's better to put in the effort to rebalance acquisition sources
Yeah, can't help but agree. Pic related is where I'm sitting at, wouldn't mind adding a couple more. Aqua being low is fine by me, it's only used for the axe of the stream. Aversio and tutamen give essentia according to their attack/defense points, but I can't do anything similar for metallum so I'm probably going to switch that to just iron ingots.
I'm open to suggestions, but know that I only want aspects that have an actual use for infusion and can either be found by exploring or are easily obtainable without having to set up a farm.
Primals can only be obtained by centrifuging other aspects or by attuning a node so it generates crystals with those aspects instead (in part because I like the idea of them creating things by merging together and in part because there are no real good sources of Aer or Ordo that I can think of); attuning a node could be as simple as directly infusing a jarred node on the infusion altar (or, if jarring is disabled, emptying a full warded jar underneath it has a chance of converting it); a fun alternative would be to use a device underneath it to convert it into a rift (which basically acts as a hungry node) so you can feed it items, then when the device inevitably blows up it makes a weighted roll through its corresponding primal aspects, changes to it and closes up.
>>585744638
>I was thinking that moving a node wouldn't allow it to keep regenerating that essentia
I'll make jarring them a config option, then.
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>>585790394
Uploaded the wrong one, whoops - the tier color list is obviously one number too high.
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>>585785306
>>585786946
>>585789597
>>585790298
What's weird to me about all this is that I can swear I very clearly remember playing 1.8.9 back in the day, when I was a kid, and no sounds were missing. I was playing on Mojang's launcher so maybe that's a factor or maybe sounds were missing back then too and I am just remembering stuff wrong.

Who can know for sure?
>>
>>585790997
Yeah it's a newer-ish problem, it has to do with an issue when downloading from mojang's now defunct sound servers. It applies to all versions before a certain one.
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>>585791226
I see. Kind of bullshit it has to be like this. Mojang once again earns the nickname of Mo' jank.
>>
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mods for this feel?
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>>585792862
pretty much all mods that more or less sneakily hide some gay shit in their contents
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>>585800052
name some gay shits in his mods.
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>Modpack Engineer
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>>585771854
It sucks and I don't even know why!
>place 64A IV dynamo hatch in substation
>place 16AIV -> 64A EV power transformer one block away
>the input side is definitely facing the hatch, and it's DEFINITELY in step down mode
>place 96A IV superconductor cable between them
>connect the cable to the transformer's input
>boom
I don't know what I did wrong :(
>>
>>585780942
Bunker expansion is slow; not nearly as slow if I were to try and make iron blocks for this. The surface mine is just starting to hit copper/coal layer, as for the space, I need to install something that isn't simply easier to do on the surface, like processing wheat into dough requires a supply of water, etc.
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>>585808962
Think I'm gonna expand the bunker into a couple of rooms down the line and have surface builds. For now, it's either expand into a greenhouse for food production, or my friend wanted a better gun mod, so I installed timeless and classic guns. Setting up the weapons bench will at least allow me to look at the requirements, which im guessing is more iron I don't have.
>>
>>585812053
shit loads of iron and gunpowder for bullets/ guns; at least this will give me another excuse to expand my surface mine, looking into ways to use magic to make it easier to acquire bulk iron. Will be digging out the space for the greenhouse soon, though.
>>
>>585814630
Went to the surface to mine, got bored, and spent a bit killing mobs with the 10mm; saw a stag try to take on an ars mob at night, so there is infighting. Everything else seems normal; I wish I could have gotten Whisperwoods and Born in Chaos to function, but checking at night costs me a lot of dura and ammo.
>>
>>585818869
Made a sugarcane plot with enough space to grow various crops; still gotta do a bunch of stuff until this room is done, including making bucket runs to the nearest source of water.
>>
>>585822481
Got wheat, cabbage, tomatoes, carrots, and demon's dream growing.
>>
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https://github.com/wssessapple-ux/TACZ-Legacy
Looks like the changs backported tacz to 1.12.2. I wonder if it works out of the box with any of the addon packs. There's some cool musket mods made for tacz that I'd like to try out.
>>
>>585830883
Yeah I saw that, it’s neat.
>>
I’ve never built a magic-focused pack before, and have some questions about how best to do it:
>should I include a proper tech mod?
>if no full tech mod, should I at least include a utility mod to make automation easier?
>should magic mods gate other magic mods, or is it better if they’re all accessible from vanilla?
>what non-tech non-magic mods augment a magic pack?

I’m considering basing the pack around AM2 or Ars Nuveau, Embers, I guess something Witchery-like too. Not sure about Thaum and Botania. Cool terrain generation is important.
>>
>>585832931
no, no. Neat is a mod by vazkii.
>>
>>585806005
did you try tweaking the ANLX to 3.21 before adding the flux?
>>
>>585838598
Anon the only things in that post that aren't completely normal words everyone can understand are IV and EV, but the fact that a transformer is used to make less current of one into more current of the other should make it obvious that they're some sort of voltage even with zero gregtech knowledge
>>
>>585839094
ok so basically you CAN'T just slap a resonant conversion bus on the LV side and expect the flux to stabilize — I don't care what the wiki says, the phase alignment desyncs the moment your induction coil hits 47.3 kPa of backpressure, and then your entire grid is oscillating at like 1.21 jigawatts of reactive load. Ask me how I know
>>
>>585839334
what you actually wanna do is run a dual-loop coolant circuit through the arcane condenser FIRST (yeah I know it says 'not for thermal applications,' it's lying to you), THEN pipe the residual off-gas into the secondary compression manifold so the RF/t doesn't spike past the capacitor's breakdown threshold. if you're still getting brownouts it's 100% because your chunk-loaded smelter is eating all the amps during the tick-phase crossover.
also protip: never, EVER let the EU register hit negative — the mod doesn't tell you this but it silently corrupts your NBT data and next thing you know your entire ME system is full of stack-size-0 phantom items. learned that one the hard way
anyway it's pretty simple once you understand the underlying thermodynamics, idk why people overcomplicate it
>>
>>585839334
>>585839530
>anon has never heard of electricity before and thinks it's like talking about arcane flux or whatever
Meds, or preferably a textbook
>>
>>585792862
All of those mods that get shitty AI generated ports to nuversions.
>>
>still no good biome mod
>>
>>585824772
got the sugarcane growing; now to finish the walls and let my crops grow. Next is to expand the surface mine to iron level.
>>
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>>585834387
>>should I include a proper tech mod?
If you want, there are a couple magic mods that might enhance machinery, like occultism and ore crushers/mining dimension.
>>if no full tech mod, should I at least include a utility mod to make automation easier?
anything that would let you farm resources, like productive bees, resource trees, mystical agriculture, etc is going to make investing in magic easier. Just some options I use.
>>should magic mods gate other magic mods, or is it better if they’re all accessible from vanilla?
Probably from vanilla unless you want to have it be more structured.
>>>what non-tech non-magic mods augment a magic pack?
enviroment mods and magic collection mods like feywild. it's just the only mod of it's kind that im aware of that offers a place to pick up books of different magic mods in a single structure; if there's more like it, that would be cool as hell. Considering your comment, though, you don't want feywild as it's a bit flowery, like you get ents, but you also have to deal with 4 flowery biomes.
>>
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Welp, I got the barest of bones for my Georgian building done and then I tried sketching the outline of a modern international concrete tower and I fucking hated it, so I tore it down. I'm officially deciding that there will be no modern high rises in the city. I think what I'm going to do is build a granite brick neo-Romanesque tower with red brick embellishments (I might flip flop on these if it looks like shit) by the intersection, and then I'll have a dinky little Art Deco building wedged between the Georgian and the Neo-Romanesque, then along the main road next to the Neo-Romanesque, I'll do a neo-gothic revival, like the Chicago Tribune building and have that be city hall or something. Might put like a clocktower or something on it, too.
>>
>>585804343
>blocks think stuff
>based hole idea
>needs stone
>>
>>585841698
Name one
>>
>>585863127
Alex's Mobs, Alex's Caves, Ice and Fire: Dragons, Domestication Innovation, Rats, Cloud Storage, I Wanna Skate, etc.
>>
>>585864884
Now post the link to all those mods as well as the supposed shitty AI ports.
>>
>>585858737
>occultism
That looks good, even has compat addons with other magic mods like Ars Nuveau.
Using maids and golems is also a low-tech flavourful option for automation. Though lag is a concern with excessive ai pathing. Efficient magic-themed logistics (like that botania storage system) might be a requirement for a server.
>mining dimension
Mystcraft is cooler, does that still exist? Not that I know what version I'd pick yet anyhow.
>anything that would let you farm resources
I am ideologically opposed to resource printers. I'd sooner add a tech mod with quarries or tunnel bores (Railcraft, my beloved) than allow animals and plants to conjure diamonds from thin air. I was thinking more along the lines of item pipes and that kind of logistics. Worst case I'd just add hopper-pipes and fluid hoppers (maybe a redstone overhaul too) for some vanilla-themed improvements.
>Probably from vanilla unless you want to have it be more structured
It would be easier if there were magic mods intended to be used as secondary mods, like how rocketry mods and nuclear reactor mods are meant to be used with another core tech mod. Gives more depth to a pack. Though I guess big magic mod addons are ok, not that I really know what exists on that front.
>feywild
Wow didn't know you could get gayer than Botania. By gay I mean 2010 sparkles, not 2020 pride flags.
>a place to pick up books of different magic mods in a single structure
That's neat, but seems somewhat doable by making a loot-table datapack instead.
Mods that add mobs like Feywild or Botania will definitely give more life to the pack, maybe there are some magic-specific biome mods and structure mods too.
>>
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Should I install L_Ender Cataclysm?
>>
>>585854736
still working on the walls and got some doors set up with pressure plates. Starting to realize I can't really use a lot of these plants without a kitchen setup, so that will end up being one of the goals, iron production is another problem if I want to reliably print guns. Even manually, the pack has about 4 different recipes for gunpowder, so I'll have to get my hands on bulk coal, sugar, and flint.
>>
>>585869769
Made a millstone, a couple of cogs, and a hand crank for wheat processing; the greenhouse walls are done. I'll most likely make an exterior farm, as there is a water source right outside my bunker.
>>
>>585872052
glock 17 being only 18 iron means I have a new pistol for when my 10mm breaks; ammo production is basically just generating coal from logs, using gravel in my millstone for flint, and using the sugar cane im already growing. I've got a spare 120 ammo for when I run out of 10mm. And I can aim down the sights on this one.
>>
>Invalid entity rotation: NaN, discarding
Being spammed in console on forge server. Searched it up online and found 0 fixes, just other people complaining about it with no answers or 1 guy who said it stops when the entity is killed, but there's no indication which entity it is. Restarting the server fixes it (until it 50/50 happens again) but that's inconvenient. What do? Is it incompatible mods?
>>
>>585877762
Unironically, take hundreds of lines of surrounding debug log and dump it into a free LLM.
>>
>>585290681
I don't think so. I've scoured everywhere for good NPCs and all I can really find are MCA Reborn and Roamers, but they're likely the buggy bloated mods you're referring to. I haven't tried Minecolonies, looks like the Create of NPC mods (bloated unnecessary overrated autistic qualityslop) but maybe I'm wrong.
>>
>>585611924
>Run a full scan with your antivirus
But every modtroon says minecraft jars are too obfuscated for anything to be detected
>>
>>585878183
I hate this sort of advice and I'm not even against AI. I already tried and AI didn't help, that's why I'm asking people.
>>
>>585877154
I think im good doing underground stuff for a bit; gonna mine out a new hallway eventually. Just need iron for more modern-looking lighting, so it's back to strip mining for an hour. Will be setting up a stone processing building on the surface first, as I now have 12 stacks of cobble to build with.
>>
>>585757647
>>585806005
If anyone cares, I realised why it blew up. I built my substation out of HV hatches to save on palladium casings, and the IV -> EV transformer was actually touching a casing. So the moment I sent power to the IV input face, it fed downstepped EV into the HV energy hatch it was touching and blew up.
Replacement substation is up and running and we finally have proper energy
>>
>>585879682
full set of t-45 armor, 500m from base, saw a grey box on the map; I was scouting around the village and walked out here. The issue is I now have to try and pack it all back to base
>>
>>585879489
Then you didn't do it right
>>
>>585882245
Found a game-killing bug: if you equip the armor, you get mining fatigue and slowness; you can't remove the power armor cage that makes you slow; it's also in Spanish. Starting to think I'd be better off doing this from scratch; will work on that tonight.
just gonna miss the ui, but will copy over as much as I can besides the power armor mod.
>>
>>585877762
>>585879489
Ok I was assuming you hadn't done so already, maybe that's the wrong assumption to make in 2026. Dump the log on mclo.gs or wherever and post it here.

You could try running a command to fetch the IDs of all entities, then do it again as soon as the log spamming appears, to see if there's a difference. Idk how to write those commands though. There might be mods that can notify you when a certain phrase turns up in the log too.

Otherwise, I'd look into a profiling mod like Spark to see if the log spamming (or anything else that happens alongside it) causes a noticeable consumption of resources, in which case you should be able to pinpoint which process from which mod is causing it.

>>585883480
Check for patch mods or unmerged forks of the power armour mod. You can't be the first person with that issue.
>>
Ended up automating my temporary botania setup (there are no temporary setups rule wins again) - automated rune crafting is nice, since a lot of recipes use these crystallized aspects that come from pulverizing runes. Also there's a visual bug with the runic altar and immersive portals (your entire screen goes black when hovering over an active altar), so it's nice to have automated.
The cake comes from the candyland dimension, where I have chocolate automated from a cobblegen and I mass veinmined cake layers (the mountains are made of cake there). I do think the pack should probably add some way to automate cake layers though, it stands out a bit as something you can't automate but need in quantities that aren't low.
>>
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>>585883480
first test world, 4 mods, 1 resource pack; I believe 2 of them add power armor that hopefully doesn't make me crippled for life, found the mod with the custom ui, and I also found a resource pack that takes it a step further. Everything's fine; now to install essentials.
>>
Something I've been putting off for forever, my galena processing (outputs silicon, lead, and gravel as a byproduct). Item I/O in the machines is all just using drawer I/Os (used to be called controller slaves before the 2020 racial reckoning), and utilizes auto-input and auto-output of thermal machines.
This is probably a significant amount of my power production given how low it is (10 magmatic dynamos with reinforced components), but upgrading to nuclear dynamos is kind of high on my to-do list.
>>
>>585891316
Second test world: testing weapons, armor, optional ui, t-45 armor and power armor in general give a speed debuff, but you get all this shit for speed reduction. weird part is it doesn't go away when you remove the armor death might solve it in the long run, better than getting mining fatigue for equipping armor. Next is firearms, mobs, and magic.
>>
>>585893082
test world 3-4: doing firearms and mobs first; considering I still need to add the eidolon and ars mobs to the fray. Already have Born in Chaos, Whisperwood, Ice and Fire, and Mowzies mobs, on top of the fallout mobs.
>>
>>585895243
Waited until night for test world 4, it's a hellscape out there, alright. Most mobs fall to pistol fire, except higher-HP mobs like brute zombies, which can take a shotgun blast or two.
>>
>>585803662
Ok maybe Ice and Fire doesn't have any of it, I dunno, never played it. But I swear that once I installed some farming overhaul mod and then quickly uninstalled it when I saw it contained some fag flags somewhere in it.
>>
>>585234814
Modded sniffa looks intense compared to default
>>
>>585897056
Installed the magic mods and some golem mods to help with day-to-day tasks; so far, so good.
>>
>>585893082
Probably worth changing that typeface. And type colour.
>>
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>>585897850
>>585803662
>>585897850
https://alexs-mobs-unofficial.fandom.com/wiki/Rainbow_Jelly
>Rainbow Jelly can be renamed in an Anvil to "Weezer", "Trans", "Bi", "Ace", "Nonbinary" or "Brazil" to get a unique overlay respective to each name when applied to an entity.
Items
Yeah! Alex's shits are totally LGBT approved, but they are still subtle enough about it for now.
>>
>>585897927
the sniffer is a false prophet, we need to revert back to the OG mobs for minecraft
>>
>>585902190
Don't matter how subtle it is. If it gae then I shan't be playing.

Simple as.
>>
>>585902190
Ew.
>>
>>585902190
the three sexualities
>straight
>gay
>brazilian
>>
>>585903204
there's no compromise when it comes to trans propaganda. I'm happy for you.
>>
>>585910756
NTA I don't like trannies either but for nerd shit you sometimes do have to make compromises on that unless you intend on reinventing the wheel. I can ignore the select troon elements if whatever they made is otherwise great or patches issues. Most programmer trannies in general are just 4chan guys like you and me except they thought the grass was greener so much they tried to skinwalk a lesbian anime waifu and fucked their life up. So them inserting trans flags is as woke as the lolis on catbox really. It's just autism.
>>
>>585912021
I agree, troons love open source, just fork it and remove the troon propaganda, use ai and tell it "you are debloating" otherwise it's gonna refuse.
>>
the duality of man
>>
Uranium rods are now (almost) fully automated, only waiting on processing brimstone in another dimension for sulfur. Having those bottles automated is also important for all of the electron tubes from forestry, which are used in various machines.
I moved the vent over from an acid lake with cardboard boxes - as long as there's one bucket of acid below it, it still works forever.
>>
>Removed creepers from my world because I hate random acts of terrorism being carried out around my world
>Now misses its iconic frowny face and need its reliable way to provide gunpowder
Is this some kind of Stockholm syndrome? What mods do you use to creepermaxx your world?
>>
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>>585917917
You can just disable destructive mob actions or just disable the explosion effect with a mod. as for a replacement, just get any number of mods that add crafting gunpowder; it's usually really easy to produce with something like create and a 3-piece millstone setup, gather cobble, grind the cobble, get gravel, grind the gravel, get flint, burn some logs, grow sugar cane, done; you now have a primitive gunpowder factory.
>>
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>Forestry
>>
>>585921856
forestry is the white man's mod
>>
>>585899809
I think it's in a solid enough state for play, though if you wanted, you could gen a world with the wasteland biomes to make it more fitting for fallout.
>>
>>585924193
Forestry is the Jew's mod given its Talmudic obscurity.
>>
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Just memeversion things.
>>
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>>585912021
Yeah I'd still say the 42% needs to increase to 100%. For troons and for all other types of deviants and their supporters.

We'd have a cleaner world AND kino-er MC mods. A win-win, really.
>>
>>585926027
Found a mine cart and shaft beneath my bunker, directly beneath my bunker; got the loot and the chest; will check out the depths later, as I'd like to have firearm production going before I run into anything too big.
>>
>>585926774
How is it talmudic? Being obscure doesn't make something talmudic
>>
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I have this recurring issue in my 1.21.1 TOYMYs where my entire PC to crawl to a halt seemingly at random and I don't know what's causing it, the only mods in common between each pack are the standard performance and UI mods.
>>
>>585933347
Some block or entity has a random tick and in that moment a bunch of stuff is checked/executed all at once causing the game to lag?
>>
>>585933697
You'd think, but it persists even after I shut the game down. I have to restart my PC every time and task manager shows nothing as far as I can tell. Doesn't happen on any other version or any other game to the best of my knowledge.
>>
>>585933940
Sounds like a memory leak.
>>
>>585931436
went out into the night and burned a stack of 10mm; in a 1v1, the pistol wins, but the ars, eidolon, born in chaos, vanilla, and whisperwood mobs all work together, finally got taken down when 4 fliers and about 6 ground units came at me at the same time. I will probably need automatic weapons or at least a backup firearm before I try it again. This is good for the whole "not enough shit to kill" complaint.
>>
>>585935308
There's a village within traveling distance of the bunker; went there and got some crop samples, source berries, sweet berries, pumpkin seeds, onions, cabbage. Noticed guard villagers aren't working right now unless I need to assign them their roles with weapons I produce, will do that later, as I'm currently slowly expanding the bunker to make a room for crop growth.
>>
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>stackable lets you make ingot piles for all the high fantasy metallurgy bars
Sick. I should make some kind of vault or something to hoard all my treasures, I just need a mod that lets me make piles of gold doubloons.
>>
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I was looking for something like this for a long time because I don't like infinite worlds but I also don't like finite worlds having invisible barrier borders. Seems like it would be even better paired with one of those mods that makes biomes latitude-dependent. https://modrinth.com/mod/exotic-worlds
>>
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>>585946624
wonder how long till someone makes this mod but good. hopefully soon, it's a cool concept.
>>
>>585946804
well they never will sadly, you can learn to code and do it anon
>>
>>585946804
What's wrong with it other than the fact that you're a tranny? Why didn't you make this mod instead of spreading your agenda everywhere?
>>
>>585947402
NTA but AI generated text is just inexcusable
>There is no barrier and no teleport, and nothing marks the spot where you crossed.
Claudish shit like this just makes it impossible to read.
Writing a README takes 5 minutes, just use your words to explain to me what your mod is doing rather than having claude explain to me how it fulfilled your prompts.
>>
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https://files.catbox.moe/uiqa7h.zip
For the one anon who wanted it, fresh from the slop ovens and assuredly riddled with bugs.
requires forgified fabric api and geckolib
>>
Forcible petting of the gronglets to get gunpowder and grains of infinity. I get the sap from igneous extruders over the respective special logs (I moved with a cardboard box), so the inputs are free).
First time this pack controlling things with level emitters (I prefer to rely on drawer buffers), and I found out some time between 1.12 and 1.20 they became channel-less.
>>
>>585949032
oh shit anon delivers
>>
is claude still the go-to for vidya or has gpt caught up?
>>
>>585947402
Imagine mentioning trannies unprompted like this
>>
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The Georgian is going up nice. The plan is still to do a similar-looking granite brick building to the right of the Georgian, and then try to fit some kind of limestone building in between them, but I doubt I'll have enough space even just for a little office building between the two big ones, so what I might do instead is make a 2-3 floor limestone townhouse that sits between them and connects their lobbies together.
>>
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>>585950814
I tried to do a nice street-level facade for the building. My plan is to split up the lobby and have a cafe/ bakery on one side, and then a sandwich shop or something on the other, and I'll have fancy gold lettering in the windows advertising them.
>>
>>585946624
immersive portals can make looping worlds i think
>>
>>585953756
Are you retarded or just pretending to be? How the fuck does Immersive Portals achieve what that other mod does? Why the fuck would I piss around trying to build multi-thousand block looping portals before starting every world just to have it probably break because it's not designed to that?
>>
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>>585950814
Fuck, I'll be lucky if I can even fit a townhouse in here
>>
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>>585954768
youd have to use commands, but it does seem to do world wrapping
>>
>>585917917
There is a datapack in VanillaTweaks that prevents creepers from destroying terrain (though they still do damage)
>>
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>>585322514
have fun with your mindless mass produced create slop then goy
>>
>>585917917
What is MobGriefing:False or whatever the gamerule shit is?
>>
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Starting work on the neo-romanesque. I'm severely bottlenecked right now by my brick production, which is pretty fast all things considered, but not fast enough to sustain me burning literally 20 stacks of brick blocks in half a second with building gadgets, so I might have to tinker with my setup for a bit.
I'm using a mekanism crusher to turn wheat into biofuel, and then two TE pulverizers stacked on top of each other turning cobble from my double cobblegen into gravel and then into sand. A metallurgic infuser combines biofuel and sand into dirt, which goes through a heat and climate grind mill to turn into clay, which is smelted and then turned into blocks. This is all just to say that there's like 100 different aspects of my brick production line that can bottleneck the process, and if I take the time to upgrade all of the machines to be more efficient, then it'll exceed the capacity of my power grid and then that will start bottlenecking it, too. So maybe I'll just sit around and do nothing while waiting for bricks to get made instead, because I'm a lazy fuck.
>>
are there any good tech-based modpacks that aren't too heavy with new mobs? I get scared enough by endermen as it is.
>>
>>585967479
nomifactory and monifactory can be played on peaceful if you desire, and otherwise don't add many beyond thermal expansion blazes really
>>
>>585967593
which one's better?
>>
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>>585965513
Hm, maybe I can fit a little office in here after all.
>>
can we get a fricken serb already
>>
>>585975602
what kind?
>>
>>585975602
I guess you’re after something other than Create? I think it’s about time we had a magic server. Shame there’s so much overlap between obscure magic mods.
>>
>>585975602
>>585976163
How about something vintage, like Tekkit? Or at least a Tekkit equivalent on 1.7.10 or later. Same for Voltz or Ampz I guess. The original Feed The Beast custom map? That would need to be cooperative, and old packs like that are probably from before the client server merger.
>>
>>585977006
the idea of a voltz-like server where you actually kind of compete with each other in a real and not metagamed way is such a pipedream I still daydream about it frequently
>>
Is there something like Deceasedcraft but 1.21.1 neo?
>>
>>585977663
I’d really like a server with fully diegetic maps and comms and coords. Find peoples’ redstone or electrical radio emissions, send radio signals to communicate, triangulate radio wave sources with antenna arrays, and use that as targeting information to fire artillery or missiles.

But an actually competitive PvP minecraft experience would imply a good anticheat system, which probably doesn’t exist. I’d as least want a PvE interpretation of the same idea though, triangulating earthquakes and lightning strikes to find enemies, and managing your own radio and audio emissions to avoid being tracked. Imagine firing off artillery towards a target, only for your own cannon emplacement to receive a returning volley.
>>
>>585981258
1.21.1 New Engine Option?
>>
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immersive portals are cool
>>
>>585989684
kino. how are you doing the floor?
>>
>>585977006
What we need is the true Tekkit experience on Minecraft 1.0
>>
>>585989684
nice cuck chair faggot
>>
>Looking for a primitive/ low tech mod for early game in 1.7.10
>TFC are out of the question unless i made dedicated addon for it
>Primal is basically TFC but without the worldgen and hardcode stuff but it still unfinised and buggy
>Minefanasy 2 is complete but bring too much crap along (no mechanical power as well)
>>
Any open source mods that add multiblock cakes that can be eaten? I want to study it.
>>
>>585993741
Gregtech 6
>>
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Sweet buttery Jesus, now he wants me to host my 50-mod Fallout pack on a server. He fully realizes I will have to install these one by one while constantly booting up a world to make sure it's all working together.
Got the server host to at least recognize I need forge 1.16.5 for this server; gonna be a long night.
>>
>>586001994
Base of the pack consists of 4 mods that are functioning now, wasteland waste not, fallout wastelands, feast of fallout, and bunker down.
Now to do the essential mods: backpacks. guns and enemies.
>>
>>586003763
only issue I'm really running into is tracking down sub-mods, as the way im doing it is manually downloading and adding it via cursforge and mint, as it's faster than doing it on mint alone.
essentials are working, jade, jei, mouse tweaks, minimap system,world map system, and backpacks.
>>
>>585994403
>multiblock cakes
What do you mean by this, cakes that take up multiple blocks? I’ve never seen such a thing.
If you mean vanilla-style cakes that are eaten in multiple bites, then Paradise Lost and those dimension cakes mods should have what you want.

>>586001994
Good luck anon. Consider using Packwiz for version control and update handling.
>>
>>586006031
Regular testing is important; got the guns down, dynamic lights are working, farmers delight and create are active, so far im 21 out of 50 + 1 optional resource pack.
>>
>>585975602
You've had serbs for years
>>
>>586009372
>2 dead 1.20.1 serbs
>2 vibesloppanautics serbs
>1 dead weeb serb (online only + mic mandatory)
>>
>>586010098
I have no idea what you're even talking about I was talking about toxicjunglefag
see how much you have
when I was posting here we never had serbs period and you're here spitting on 6
>>
>>586007353
what is pack wiz
>>
>>586008962
40 installed, occultism, eidolon, born in chaos, whisperwood, ars, ice and fire, hexerei, had to install optifine but that's been the only issue so far. helps that I essentially already tested out the pack, need too go and poke my head into a new world every couple of mods still.
>>
So how do we feel about mods that limit the worldsize? All done to simulate how it was for those playing on consoles. I heard there's like 3 mods like that and I almost wanna do a run on a small world without any other mods on.
>>
>>586010098
mic isn't mandatory
>>
>>586012004
Have you possibly considered launching a web search?
https://github.com/packwiz/packwiz
As you can read, it’s a tool for version control and pack updating, just like I described. Is there something you’re not getting?

>>586014043
So long as you can ensure there’s every point of interest within the world size, or are using a custom map, and the map size is large enough that players don’t feel stifled (especially on a server), it’s fine. Though the 8x distance multiplier in the nether often poses problems with world borders and such.
>>
>>585967679
nomi
>>
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I finally got up to AE2 in CABIN.
Should I just tear down my whole logistic network now? This feels so bittersweet.
What's a good energy source, so far I'm only using lava dynamos since oil is such a limited resource.
>inb4 create an infinite oil well
>>
>>586016929
no
why would you bother
>>
>>585929705
is depicting dinosaurs with feathers or giant birds a side-effect of an LGBT oriented mindset? Lots of modern mods seem to be following that trend.
>>
mods for this feel?
>>
>>585949032
neepmeat if he real??!
>>
>>585989867
framed blocks mod. framed double slope, black and white concrete.
>>
>see https://youtu.be/bDhzUvz7wtA
>hmm will this be dogshit like every other create addon?
>immediate z-fighting between two textures on the same fucking block
>>
Live.
>>
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>>586013889
got all 50+ mods working after fucking around with it for 4-6 hours last night; now I just need to gen a world, turn off the server, set game rules, turn on the server, and do a final test.
>>
>>586039429
>it builds itself
isn't that kind of stupid
also have you noticed how many mods have these fancy UIs, are all of them slopcoded?
>>
>>586046674
>are all of them slopcoded?
Yes. We're in a dystopian era atm. Usually they'll have a dozen warning signs to stay away besides just the shitty ui so it's not too hard to avoid putting in your packs, but it is hard to avoid running into a dozen slop mods for every real mod nowadays.
>>
>>586046674
It's definitely much easier to make a fancy UI by using slop. It's basically busywork which a human might not bother with after implementing the core functionality of the mod, but when vibeslopping it takes practically zero effort to also go "btw make the UI good". It's also trivially obvious if the UI is broken, so even when you're putting effort into your mod rather than just regurgitating the output of a single-prompt mod, you'll still probably vibeslop the UIs and click around to make sure they work and then not bother writing any part of it by hand.
>>
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I love soap!
>>
>>586046418
Celebratory coffee in the morning; all things function. I just have to guide my friend on installing optifine if the modpack doesn't do that for me. lost cities and fallout wastelands add two new dimensions; he probably wants city-style world gen, so im gonna boot up a single-player map, then import it, if not, we can just make the portals.
>>
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>>585507357
Hey, I'm also playing Cube Warper. How do you fuel blaze burners with lava without having it place lava?
>>
I'm close to finishing CABIN and would like a similar modpack, but not centered around create. One where ore automation is faster and simpler to setup, something more factorio-like.
Anyone got suggestions?
>>
>>586056374
Actually, the lava doesn't stop it from working. I'll either accept the lava or try to somehow make it impossible for lave to be placed.
>>
>>586016929
No, you should just storage interface your item vaults and let your factory gauges keep producing things on passive. For on demand autocrafting you should use ae2 molecular assemblers as they are much faster than create's mechanical crafters though.
>>
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>>586056624
Perfect.
>>
>>586056374
>>586056832
Haha that's brilliant anon. I'm pretty sure you're supposed to use mechanical arms with a proper bucket setup but this is great.
>>
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>>586058731
Can you automate galena with an igneous extruder, or do you need to build a classic cobblestone generator?
>>
>>586059212
Consider veinmining a load off the ceiling. You will need more later but for now a few stacks will last you a long time.
>>
>>586060563
I actually need a lot right now. I'm building out the interior of my hexahedron and I chose to make everything out of the Alex Caves scrap metal, and you get the swarf for it from galena.
>>
>>586052142
I really miss Thaumcraft.
>>
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Art deco tower is done now, too. Now to slowly finish up the neo-romanesque
>>
>>586066758
??? It's right here
>>
>>586056374
If you're on the most recent version, just pump lava in
>>586059212
You have to make them all via in-world cobblegens. You get used to it - I use annihilation planes, but you could in theory do create contraptions as well.
>>
fine, die.
>>
Goodbye... Forever
>>
im sorry for not playing minecraft
>>
I won't be making a new thread this time. Someone else would have to do it.
>>
i'm starting atm10 for the first time
>>
>>586087440
have fun. i got the starry bee in atm9 and tried atm10 a while back but it just didn't quite hit the same, missing too many things and had too many of those weird nuversion only mods
>>
The most interesting setup I've made this playthrough, it's my blaze automation. There's a timer that pulses every 5 seconds unless I have 2k blaze rods - if I don't, it drops a tnt (which spawns a blaze) that gets picked up by the deployer holding empty blaze burners. Those to directly to a set of crushing wheels, that gives a blaze rod (plus some blaze powder) and returns the empty blaze burner.
It's all on a subnet that imports tnt (being made automatically) and exports only blaze rods and blaze powder. Blaze stuff has been a huge bottleneck, so this is a huge load off of my shoulders.
I have a bunch of IE multiblocks to set up now, since I need oil processing. Once I have that though, I'm pretty much set to finish the chapter.
>>
I am placing blocks and shit
>>
>>586020025
schizophrenia mod
>>
The ice caves killed minecraft..
>>
>>586092491
Having fun using cushions?
>>
>>585975602
We need an NTM server now that it has been ported to newer versions
>>
>>586098668
The 1.7.10 is superior tho
>>
>>586056435
Manufactio 2
>>
>>585947402
"ai bad -> trannies!" pipeline does sound interesting anon tell us more
>>585947725
current llm text is always corny and sensational for no reason, it even rivals YT newspeak
>>
I can't believe mojang copied the Frostbitten from Rotten Creatures.
>>
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Eefo
>>
>still no ender tank
>>
v*nilla lost
>>
To preface the post, this is my first world ever using create mod so I'm still trying to understand what is even possible to begin with, but I am midway through a build that's actually crippled me because the engineering behind it has just reached a scale beyond my ability to visualise the concept without having way more knowledge of how specific blocks function and also how to get them to function the way I would like, so I need any and all advice on how to get this shit to function.

The idea is to keep all 9 ships moving together as one complete build so I've tried using colours to mark priority in what I need the build to do because I'm aware that it may not be possible to get all levels of rotation working at once. The coloured dots are the axis centres for each rotation and the coloured arrows are the movement paths I am trying to achieve, one specific detail I would like to incorporate regarding the blue paths, is if possible I would like the hull of the ships to spin, without the cockpit/dome spinning if possible, but I am struggling trying to visualise what the mechanism is even going to look like, let alone where I'm going to have to be placing each mechanical bearing/chassi/whatever other options there are.

So with all that, my questions are
1. Is this build even achievable fullstop using just the base create mod.
2. If it is achievable, what blocks would I have to focus on using machinery wise (bearings or chassis etc.) to get it to function as smooth as possible
3. If I did have to resort to adding more mods, I'm assuming create: aeronautics is the way to go, but that just raises the further questions of which blocks/mechanisms would have I have to familiarise myself with to again, get it to function the way I'm looking for.
>>
>>586111840
I don't think that can be done without Aeronautics, but I'm not too familiar with the capabilities of base Create. I doubt windmill bearings and the like can be stacked, but maybe such bearings can be placed on cart contraptions? With aeronautics, you'd use its Swivel Bearing block as the centre of rotation of each stage. Then just gears and shafts and shit to carry rotation through to each epicyclic. Do smaller scale testing in creative to validate the core concept.
>>
>>586111840
>>586112236
Oh also the swivel bearing can only take so much off-axis torque, so you'd want to either find a way to lighten up each ship to be almost neutral (e.g. hot air balloon or levitite in each) or to add a big counterweight on the central shaft to offset the lot. In converting your existing build into the moving thing with Aeronautics, you'd have a pretty high chance of all the vessels falling down.
>>
Snow bricks killed Minecraft.
>>
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Where do you want to go today?
>>
building stuff on survival is actually way easier than I thought!
>>586114803
me? the sea!! I'm building a ship by the shore and once it's done ill set sails and see what's beyond! maybe I'll even get it to fly and cheese those massive towering obelisque dungeons...
by the way those benches are really clever. good job, anon!!
>>
My mystical petal farm is done - it's not hard at all, but it's nice since I don't have to think about rune crafting (it uses petals in this pack) at all from this point.
They come from basically every single flower (including vanilla ones), and I officially found the last color in the most recent dimension (wither roses for black petals).
I wish I could input both power and water from the back, but I don't have energy or fluid conduits until next chapter, when I get the peeking circuits (made with eyeballs) I need to make the alloy smelter. Thankfully, I got ways to make item conduits already.
>>
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How buggy is NeuMeat?
>>
>still no obsidian bricks
>>
Chicken Stinky
>>
you have downloaded packs for the internet collapse soon, right?
>>
>>586111840
Looking ace anon. What you want is kind of possible in base Create but not fully, I believe. Since you are doing rotation, the Mechanical Bearing will be your block. The only one you are using. When you glue blocks to a mechanical bearing and assemble it (by right clicking), the blocks will be turned into a very special object called a contraption. At that point you can no longer interact with the individual blocks, they don't process redstone or create power or anything, it's just a polygon in space, which has a hitbox for the whole thing. Give power to the mechanical bearing (which is still part of the normal Minecraft world) and the contraption will spin.
Something special will happen when the contraption you glue together includes a mechanical bearing which already has an contraption hanging off it. Remember the stacked bearing becomes part of a contraption and cannot process Create power at that point, so you can no longer control the rotation. But there is special behaviour and the thing will still spin. Have a look at this animation. Try it out and remember you have to work top to bottom. As you can see, the spinning hull but stationary dome will work out perfectly in this case. But if you were to add the yellow or red rotation at that point, the blue would stop unfortunately.

There is a very special mod called Create: Interactive which completely changes how this works. It rewrites the code for contraptions so that they are fully interactable and part of the normal Minecraft world, so you can stack bearings and the top one can still be powered separate from the lower ones. Worth looking into.
>>
>>586121768
>Create: Interactive
I really like the idea behind this mod, but being based on VS2 is a turn-off considering how good Sable is. I'd like to see a Sable mod that aims to replace contraptions like this.

I guess it depends on what game version the anon is playing. I find it hard to believe that someone would play 1.21.1 Neoforge Create without Aeronautics, but you never know.
>>
>>586121934
Interactive is really good though. And VS2 is not bad at all. Obviously Aeronautics is a lot more polished and survival-friendly than Clockwork ever was but the base physics engine of VS2 is perfectly serviceable.
I too would love to see a Sable version of Interactive but it just doesn't exist yet. Had expected it to come pretty quickly with the Loconautics announcement but looks like that got stuck in dev hell.
>>
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>biome o plenty
>Cascades
>foresty: community edition
>tropicraft
yep it's minecraft time
>>
>>586123798
What game version?
>>
>>586124592
1.21.1 but we out here boomermaxxing
Might even visit the twilight forest later
>>
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Anybody got some cool ideas for wand foci?
>>
Both plastic and circuit boards set up, although they're just high pressure refineries processing heavy oil and light oil. Right now I've got diesel being banked as well, and I can probably use it for power later.
The plastic is for later, but the circuit boards are one of the few remaining gates for the next chapter. Only things left are sulfuric acid from mekanism and a small create assembly line - I have a few things that are only batched instead of automated, but I'd like fluid and energy conduits before doing every build.
Since I have no fluid conduits, the three outputs are just being output via a small subnet in front (the diesel goes into a storage bus on the main-net interface that's also providing oil).. Honestly, it might be the best way to do it even if I did have access to conduits
>>
And the circuit boards are finally done and requestable.
Onto the final main chapter we go.
>>
wheres mcg
>>
>>586130943
You are a real trooper anon, I tapped out at the part where you have to play Immersive Engineering. Weirdly since I have quite enjoyed that mod in the past. Didn't have the stomach for it now. Hope there is some kind of ending to reward you for all this effort.
>>
>>586130950
it will come back...eventually
>>
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What could possess these villagers into starring off into the distance instead of fucking?
>>
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>tfw host a survival server for a friend
>he nukes a nearby city, insists there's still not enough enemies, while flying around in creative.
he's yet to actually fight some of the higher tier mobs from ice and fire, born in chaos and whisperwood, hopefully he's having fun at least, and I can use the pack/server for single-player still. Not a lot of big problems; he just needs to work on his buildings. I'm not Picasso, but I don't make square bricks and call it good. it's just weird to finally be playing minecraft with someone who blatantly wants it to be a looter shooter experience, when I designed the pack around survival, literally an instance of intent vs practice, ig.
>>
>>586137190
You shoul kill your friend.

In minecraft.
>>
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>>586138324
he already spawned a deathclaw on me for the giggles; I haven't warned him about the horror mobs that stalk you from long range or get more powerful as the world ages.
>>
Don't mind the noise outside the door
>>
Working on a survival bunker; the first room is starting to be dug out, and I'm going to use it to mass-produce food and gunpowder. Ran into gravel and iron/andesite, so I can invest that into multiple things. Got an iron pick, bucket, and stonecutter.
>>
Greg/AE2 question: how do people handle automating ore generation recipes that take a catalyst which itself takes metals from ores?

I'm playing Nomifactory which has its "microverse" mechanic where you build thingamabobs to put into a machine that then spits out a bunch of ore. But I guess the same question would apply to GTNH with its meteor summoning that takes a catalyst. So far I've just been manually noticing when I'm short of something, and queueing the craft for the appropriate thingamabob (which then automatically gets exported into the machine, spits out the ore into my oreproc infra and then spits out the processed products into my AE2). But it's annoyingly manual and already a couple of times I've soft locked myself by completely running out of some material needed to build the thingamabob in the first place, forcing me to go back and manually mining some ore to kickstart the process again.

But the thing is if I make a pattern that says "this thingamabob outputs this much iron, silver, magnesium etc. after processing" and the thingamabob itself takes iron, silver etc. to construct, it creates a recipe loop, which as far as I know makes AE2 behave poorly.
The only other idea I have is to set up some level logic where "if silver is below X, or iron is below X, or magnesium is below X... then queue an extra catalyst to build" but I don't have OC in here and it sounds like it'll require spamming dozens of ME level emitters plus a giant redstone contraption, and surely there must be a better way.

Assuming there's no other nomifags here with actual microverse automation experience (because seemingly nobody plays that pack), how do GTNHfags automate their meteor summoning since it's pretty much the equivalent problem?

Maybe I should just passive them, design something that crafts a new catalyst every X seconds and dumps it into my ME system no mater what, and as I need more materials in the future just gradually adjust it to make them more frequently...
>>
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>>586148270
Just a Phantom, nothing more.
>>
>>586150034
Progress is slow, and I constantly need more cobblestone. I'm gonna make a surface mine to speed up the process; I might take it a step further with a stonecutting shack once I have a couple of stacks.
>>
>>585390969
BUT IF YOU CLOSE YOUR EYES
DOES IT ALMOST FEEL LIKE NOTHING'S CHANGED AT ALL
>>
>>586153843
I now have a couple more stacks of cobble to use; will improve the storage space down here. The tunnel is giving me 30-ish; create copper to mess around with, I should set up a basic millstone once I get the garden room set up.
>>
>>585638897
tyrael if he was lame gay and vibecoded
>>
>>586153123
what were they thinking
will there ever be a mod which matches the sheer idiocy of mojang
>>
>>586156483
Sacrificed some iron to make my first golem; the little dude produces 1 bar of iron every 5 minutes. Main room is done; now to carve out and build the garden.
>>
>>586158229
lycanites mobs is pretty retarded and generally just punishes the player for existing in the wrong places, mining ore, breaking crops, etc. i think it at least knows it's retarded? at least slightly. mojang really thought punishing not sleeping with an incredibly annoying mob was a good idea
>>
>>586158890
lycanites is retardkino
>>
>>586156483
>two stacks of cobble is notable
>>586158494
>one iron bar every 5 minutes as passive automation
What kind of idle-incremental bullshit modpack is this dripfeeding you resources like that
>>
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>>586160914
The one I made myself: you could theoretically make a horde of stone golems and lock them in a room; there are much easier ways to generate cobble, though.
>>
>Trying out a newer pack that came out a few months ago that had a neat gimmick
>Was making decent progress
>Went to play more later on in the day
>The game won't get past the loading screen anymore
God this is a pain since now I gotta find a different modpack I am interested in now.
>>
what are some good modpacks?
>>
So is Aeronautics' time in the limelight over? What's the new hotness is modding?
>>
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Ghetto power generation for my cube.
>>
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Visiting the Coin Continuum made Cube Warper into my favorite modpack, despite its jank and simplicity. It's an infinite plane of gold coins, with gemstone blocks sprinkled across it, and sparkles in the air. But the sky is The End's static, and there is ominous ambience. It's a dead world of unlimited wealth.
>>
>>586125997
1.21 Tropicraft is disappointing. It fit in well with vanilla ten years ago, but not anymore. It still uses programmer art stone as the background for its ores. And they got rid of the flat beaches.
>>
>>586161481
Made 17+ iron from the little golem at this point, so it's paid itself off pretty quickly. Berry plants are my primary source of food until I get the bigger plot done. I'll need to head to the surface for crop samples shortly.
>>
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Oh.
>>
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>>586066758
Just play it??
https://www.curseforge.com/minecraft/mc-mods/legacy-connector
>>
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The neo-romanesque is done, but I don't know if I like this dome or not. I'll think about scrapping it while working on the gothic town hall.
Speaking of which, you know what would be cool? If someone made an Arian mall goth mod. That way, I could put gothic goths in my gothic.
I'm here all night, folks.
>>
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>>586183494
What is this?
>>
I want to play some of the bigger modpacks, but the new mobs they add scare me. Is there any way for me to get over this fear?
>>
>Play unmodified 1.7.10 and 1.12.2 Forge mods on NeoForge 1.21.1.
yay or nay?
https://www.curseforge.com/minecraft/mc-mods/legacy-connector
>>
>>586183494
low chance it'll work with gt6.
>>
they WHAT
>>
>>586187564
>>586183494
besides thaumcraft is there anything worth from those versions
>>
WHAT THE FUCK DO YOU MEAN THEY FOUND A WAY TO PLAY 1.7 MODS ON MEMEVERSIONS
>>
>>586188030
ARE YOU FUCKING RETARDED.
THIS IS AMAZING.
>>
>>586188343
seems like I can't find those two mods, any other suggestions
>>
>>586188506
MY SUGGESTION IS TAKING YOUR ENTIRE HEAD AND STUFFING IT UP YOUR ASS WHILE THE ADULTS ARE TALKING.
>>
>>586187564
oh good more ai slop to fill up the thread with. great. i hope the cattle that use this get their pcs bricked
>>
>>586117527
I never played neepmeat before slopping up the port, and most of my testing was done just cobbling together setups while watching some youtuber play neepmeat and then making the clanker figure out why something didn't work how I thought it was supposed to.
That is to say, dunno lol. Ore processing, feeding mobs to mincers, power flowers, heart machines, stomach+metabolisers, all seemed to be working.
>>
>>586183494
We can do this shit now but not run fabric mods on neoforge properly?
>>
we need a creeper infection mod.
>>
>>586183494
can I finally fork Ancient Warfare with this mod? hmm...
>>
>>586183494
usecase?
>>
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>>586198603
it works but it's trash, most of the items just broken.
>>
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Put up the defensive wall around my prison colony. I mean city.
Only exposed area left in the city is the little outcropping where the defensive wall ends but before the retaining sea wall begins. I'm going to build a recycling plant there to collect trash from the sea and turn it into paper and plastic and stuff, as currently my only source of automated paper is turning 4 sawdust into 2 paper, which is pretty inefficient. Then, if there's any space left that still needs protections, I'll just do a security fence running from the wall to the plant
>>
>>586188030
Most of them have forks or equivalents. I think one of Witchery’s modern equivalents is good enough. AM2, maybe? Ars Nuveau looks alright but AM2 seems to be considered better in some ways. Of course, any mod compatibility addons for AN aren’t going to work with AM2.

With enough time maybe that compatibility layer will get good enough to work on even strangely coded mods, but I’d rather put my trust in direct ports of mods, like the new thaumaturge mod. Copyright notwithstanding.

I feel like making a magic modpack for 1.7.10 now but without TC4. Am I stupid?
>>
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>>586199974
>>
God I wish I didn't suffer from decision paralysis to when it comes to choosing how to progress when there are lots of options so I can actually enjoy kitchen sinks...
>>
>>586187564
Okay, aero + what would be good.
>>
>>586187564
Yay but at this point I think I'd rather have this tool for 1.20.1 so I have Alex's Caves and Botania back, though I suppose I could just use the 1.7.10 version of Botania now
>>
>>586202386
Ars Magica: Legacy is a thing if that helps to know. https://www.curseforge.com/minecraft/mc-mods/ars-magica-legacy
>>
>>586182019
Got a second goblin and enough iron for a new pistol I can aim. First plot is up, mostly wheat, mixed with carrots and potatoes/onions. gonna keep my eyes out for more iron; there are a few guns that just require iron on tac.
>>
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Any ideas on how to improve this build? I personally think it needs more stone.
>>
>>586208725
There are multiple Alex's Caves ports on 1.21.1.
>>
>>586220083
Put a dope ass wizard tower on it
>>
>>586213940
>skipped 1.21.1
>only absolute latest version is supported
>no addon mods
It’s probably better quality than a slopport, but I’d rather play a more well rounded experience with addons, AM2 on 1.7.10 or AN on nuversions.
>>
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I have discovered rivets.
>>
>>586230962
Please, elaborate.
>>
>>586220083
Create some depth on the flat area using staircase or trapdoor
>>
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Who up thauming their turge?
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>>586232726
Coaster mod adds these amazing little blocks called rivets which allow you to position the attached blocks at any angle. As you can see in the screenshot anon put all kinds of weird angles on his L shapes.
We are truly living in the far future. Coaster mod is an incredible piece of kit. Completely underused as well, there is so much to explore with this stuff still. Just imagine ramps you can build for a GTA V style race track with sticky wheels mod. Hasn't been done. Imagine the bizarro maze with weird angles. Hasn't been done. There is so much waiting for you. god I love sable.
>>
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>>586237770
Thank you for expanding upon that for me, anon. Highly appreciated.
>>
Coincidentally made after my arc furnace, here's a solution to my incoming power woes. 16 nuclear dynamos with resonant components makes 32k RF/t, which is over 10x what I had before with my magmatic dynamos.
The power demands in this pack aren't insane, so this should be, pardon my french (or deutch), the final solution to the power question.
Next, aside from cleaning up some lingering tasks, I have to investigate these weird mob summoning rituals. They're going to be a lot of toying around trying to figure out how to automate, but these are always fun as long as you have easier "errand" tasks to do in the interim.
>>
>>586220083
Bit of texturing on the wood panels would help I think. Use darker colours round the edges just below the roof tiles. I guess it's supposed to be an animal shed since you don't have doors or a chimney. I'm not convinced by the use of barrels on the posts here.
Basically it needs some more interest, it's too flat and boring now. Add some more ventilation higher up or a hatch. Usually these sheds would have an attic where to store fodder, which could be be filled from outside through a door or hatch. Add a ladder standing off too the side, some lanterns on the outside, some hanging signs potentially. You can build panelling using signs if that interests you.

Also, your build is sitting in an ugly grass field. Add some pavement and some path blocks, some flower boxes, get rid of the damn lava and whatever that troon coloured abomination is you have fenced in.
>>
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What's all the hype about Thaumcraft? The last time I played with it was in Technic pack, and I didn't like that crap at all
>>586238549
>nuclear dynamo
this is kinda retarded ngl
>>
>>586240093
It's a different flavored wrapper for doing a lot of the same-ish shit from other mods, but 'magic'. If it's not your cuppa, that's fine. What would it hurt to give it a shot now though?
>>
>>586240093
Imagine Botania that wasn't poised by leftists. You get Thaumcraft.
>>
spooky mods?
>>
>>586242898
carved pumpkin
>>
>>586244214
thats vanilla
>>
>>586242898
There's that mod that spawns an evil Jack o Lantern guy into the world during Halloween or when you break certain pumpkin blocks that spawn in the world, starting a boss battle.
>>
>>586242232
Botania isn't even in the same realm as Thaumcraft from a design perspective, speaking as an enjoyer and deep knower of both. Thaumcraft is pretty straightforward in being a lovecraftian, pure magic mod, that's trying to immerse you with its visuals and gear. Botania is a thinly veiled puzzle game wrapped in magic mod aesthetics. It gives you simple tools that combine into complex machinery, like Create. And it really has no trannoidisms, at least from memory, despite what people seethe about here
>>
>>586240093
1.7 thaumcraft is not as good as earlier thaumcraft
>>
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>>586248283
Leftism, not trannoidism. If you hijack a vote or blm screen into my game I will avoid your mods as long as I'm alive.
>>
Leave it to the Chinese. Nice addition to Create to make it much easier for belts to turn round corners. Normally this takes 3 spaces, now only 1. Based. Create: Toolworks, add it to the list of essential Create addons.
>>
>>586249527
why does it look like that
>>
>>586249527
ugly
>>
>>586249624
>>586249663
Agreed, the model is overdetailed. On the mod page you can see the technical drawings this thing was based on. Still, it's so useful I'd add it to any pack in a heartbeat. Belts are so annoying to work with and I think this takes away a major pain point.

I also have this new mod for you: https://modrinth.com/mod/create-transcontinental
It's a train track generator mod which there are already a couple of. This one promises very little world gen impact which is nice. Go sanic it up with the rail grinder mod.
>>
>1.7.10 bloodmoon spawn mob right at your feet if you happened to wandering in the surface at night
No config to change it either
>>
is everyone trick or treating, bump
>>
>>586219281
Started growing pumpkins for the occasion, and I can turn them into various golems with extra golems and straw golem. Also got my eidolon book signed by a witch, so now I need to make a shrine at some point.
>>
>>586183494
>vibecoded
eeeehh
>>
>>586259112
fixed my pumpkin patch, can only grow one at a time. Started growing demon seed alongside it, occultism would be useful in a number of ways.
>>
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>>586249527
ive used this one,
https://www.curseforge.com/minecraft/mc-mods/create-transmission
>>
>>586238549
How do you automate uranium rods?
>>
BOOOOO
>>
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Taking a break from building the downtown area to work on the little highway pitstop area at the front of the city. Gonna put a little suburban neighborhood behind the gas station. I'd also like to try and fit a fastfood restaurant to the left of the gas station, too, for selling the cheeseburgers I'm going to automate eventually. I have to be careful about the placement though because I'd also like to build a school across the street from the big saucer and I don't want to take away space for a cool academy building to build a shitty burger joint.
>>
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>>586275780
I'm really tempted to get into chisels and bits so I can start making signs and billboards and stuff, but I really don't want to get bogged down in that when my city isn't even half built yet.
Some of the more complex billboards I did in my last world, like the ones with Heiðr, could take me like 1-2 days to make
>>
>>586259443
vibegods keep winning
>>
>>586242898
Skeleton trumpet.

>>586248463
You’re saying versions before TC4 are the best Thaumcraft has to offer? Interesting take, any particular reason?
>>
>>586242898
Born in chaos has a jacko lantern golem that turns hostile when lit on fire.
>>
test post cause i was range banned for like 3 months
>>
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>gtnh 2.9 is out
>last day of october
you guys promised it would come out in JUNE!!!!!!!
>>
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>>585234814
Tenku Sengoku has been offline for over a month now anon.

Back here again to shill MineMap if anyone is interested in it: https://github.com/west3436/MineMap/releases/tag/v0.1.2
I used a set of scripts to generate the Japan map for the Sengoku Jidai serb a few months back and had Claude package them up into a reusable tool for anyone to make Minecraft 1.21.1 maps using real world data with full mod compatability (ores, mobs, structures, etc). Perfect for the next autismo RP serb.

I'm currently working on ZAS Cubed as well which is a port of vgstation's interpretation of SS13's zone-based atmos system ZAS. I'm hoping to make this a generic framework for atmospherics in 1.21.1 for Neoforge and will be baking in mod support for various relevant mods like Mekanism, Ad Astra, and maybe Create Aeronautics. This is all part of my evil master plan to host another Spesscraft SS13-themed server Soon:tm:
>>
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>>586287045
>they added an optional hardmode
>>
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>>586290758
...
>>
Everyone is too spooked to post.
>>
what's on the docket for gtnh 3.0?
>>
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>>586267509
I have a setup in my nuclear wasteland dimension
>>
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>>586300574
>what's on the docket for gtnh 3.0?
>>
What was the mod for 1.21.1 that added metal/stone plaques as an alternate for signs? I recall having it at one point but can't remember what it was.
>>
>>586303867
Is it this? It's either this mod or something added by like Quark or something and I stopped using that years ago
https://modrinth.com/mod/sign-plates-letters-symbols
>>
>>586303536
what the fuck is this?
>>
>>586307858
The second Flugel boss from a Russian Botania addon, basically Gaia Guardian 4. Some people add it to their GTNH saves so it’s been made compatible with the GTNH Botania fork.
>>
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started on the basic outline for the suburban neighborhood. I'll put a lot more work into this later to individualize the different houses and just generally make the area feel more lived in, but for now it serves as a good foundation.
Now to rush out a quick burger joint so I can start to focus on planning out my next real build: the academy. I want to do the school in the Beaux Arts style, but I struggled massively through all my second empire builds, and from what I've been able to gather from just looking at hundreds of pictures of buildings on google, Second Empire is basically just watered down Beaux Arts
>>
>>586307139
Nah, it was a smaller feature in a larger mod. Wasn't Quark.
>>
is Supersymmetry any good? or should I just stick to gtnh or nomifactory
>>
>>586318157
it's fine but very unfinished. your best bet would be to play gtnh and check back in on supersymmetry when you finish gtnh in 2029, it'll probably be closer to being finished by then
nomifactory is also always great though if you're just looking for a pure greg pack
>>
>>586242898
There's that mod that allows baby villagers to go trick or treating with witches and throw eggs at adult villagers. Also Autumnity.
>>
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Made a sign for the resort.
>>
What is the best GTNH 2.9 addition, and why is it the new toolbox?
>>
>>586300574
300 more troons on the fun police """"balance"""" team
>>
I have finally automated these crystals. I cheated a bit by using a crafting card, but I have the special arrows (which I can autocraft) going into the deployer, that goes off every 10 seconds as long as I have below 2k crystals in the system, and the 72 annihilation planes break them all and store them in main net.
I also automated bottled lightning (similar level emitter system, but much much easier), so I have most of the more annoying parts of chapter 5 automations done finally.
>>
>>586311768
>a Russian Botania addon
Wow thanks, that really narrowed it down
Just post a link or say it's actual name you troglodyte
>>
>>586333597
https://www.curseforge.com/minecraft/mc-mods/alfheim
>>
>>586300621
I love storage drawers.
>>
I don’t like how compact storage of blocks is. I get that having some compression factor makes sense, but 1728 cubic metres per cubic metre? Fluid storage is much less dense, at only 27 using buckets, so with mods’ tanks you can adjust their storage density, and the stack size of things like fluid cells, without impacting vanilla balance. For this reason, I’d like to make a pack that focuses on fluid logistics.
>>
Happy Halloween, /mmcg/. I hope your candy is fresh and your block game fresher.
>>
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Mods for this feel?
>>
>>586346341
tanuki decor
>>
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>pc struggles to run gtnh
>get a job so I can afford a better pc
>no time to play gtnh
>>
>>586318273
At least the development is back thank to the dev kick out all woman testers
>>
>>586352661
never wage
>>
>>586352661
gtnh is a waste of time even if you want to play gregtech
>>
>>586352661
Isn't this the good ending?

>>586353201
I don't trust the welfare state to still exist in 40 years, at least not to a degree where I'd be eating more than rice gruel and cohabitating with smelly foreigners. Trust nothing but the fruit of your own work.
>>
>>586354114
>40 years
anon...
>>
>>586354179
I have no idea what you're implying, gonna have to elaborate.
>>
>>586354114
But what job do you have? Are you learning a skill which will be crucial in the new society, or are you going to save every penny you make in the hopes of living off your own money?
>>
>>586354229
it will happen much sooner
>>
>>586354271
Job aside, I'm building and repairing circuits as my all-encompassing hobby. And fixing mechanical things to a lesser extent. I can make shit work in a way that robots cannot, whether technofeudalism or barren wilderness awaits us.
Turns out all that cool shit you can do with tech mods, you can just learn to do that in real life instead. Designing and making PCBs scratches the same itch as playing modpacks, so I've barely been playing lately.

I'm also saving money, though not enough to buy land at the current rate.

>>586354594
I chose 40 years since that's about when I'd be elegible for superannuation. Which probably also won't last. But I also got the clot shots, so 40 years might be optimistic, who can say.
Economic collapse of all 1st world nations due to money printing and immigration, yeah sooner than 40 probably. AI apocalypse, anywhere from a week from now to never. Can't wait for the neoluddites to lynch me as a danger to society for programming computercraft turtles.

I feel like the men in the 50s who looked to the future and saw a fantastic atompunk future of robots and nuclear abundance, a period of both technological optimism and apocalyptic dread. Welcome to the great filter.
Man we don't have any atom-punk mods, do we? Besides the post-apoc Fallout ones.
>>
>>586300621
Thanks. Is there also a way to automate certus quartz? It's really annoying to have to mine it from the ceiling of Ferrum-6.
>>
>>586355606
You can craft the flawed crystal buds, throw them on a growth accelerator, and harvest it until it degrades back to a normal block. That should give more than enough to recharge it to flawed, and then repeat until you're bored.
You get flawless ones later, but it's a while - you could automate the breaking and placing if you hate the manual process, but I waited for true certus automation until I got flawless ones from the atomic reconstructor.
>>
>>586357087
>You get flawless ones later
I'm now in the blazing vector worlds. Do I need the next one, or can I do it already?
>>
>>586362637
If you have blazing vectors, you can make one. You need bottled lightning from the storm islands, extraterrestrial crystals from the ET hills, and nether quartz from the lost valley.
Once I got that + renewable diamonds from the lil gronkgrowth, I took a pause to really automate everything I had been putting off. It paid dividends, and the pack really starts to demand automation from this point.
>>
>>586363839
I also doing automation now, since I now have access to glowstone and can make blank patterns.
>>
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>finally find one of alex's cave biomes
>it tanks my framerate
Why do people like this mod so much? Did I fall for a meme?
>>
>>586364375
Which cave?
>>
>>586364482
Abyssal Chasm. It's actually unplayable if I move my mouse in a certain direction
>>
>>586364375
yeah
>>
>>586363839
>You need bottled lightning from the storm islands, extraterrestrial crystals from the ET hills, and nether quartz from the lost valley.
What do I do with them? There is no recipe in JAI or the quest book.
>>
Why aren't you making mods yet, anon?
>>
>>586368265
I tried it once and it was too hard. And if I were to spend time programming, I'd rather be making my own games, anyway. But I did make a few Rimworld mods.
>>
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You can see what was loaded and what wasn't. I need to pay more attention to chunk boundaries before building automation.
>>
>>586290343
Twas a good time, thanks for hosting the japserb, one of the greats. Really fun with the magic mods and a great map.
I'll be interested to see your take on an oxygen system. Create Deep Seas has one including airlocks, which is cool, but it's one of the worst vibecoded pieces of trash and the creator is just constantly shitting out untested garbage. Hope yours is better and looks the part, we need more scifi addons for Aero.
>>
>>586352661
larp. gtnh runs on 2.5 gigs of ram now. there's even a phone version
>>
Do mods break and have to be updated every update? I wanna use immersive portals and nothing else, could it brick my world in like 3 years if the dev fucks off or could i just uninstall it and it goes back to normal?
>>
>>586377302
yes
>>
>>586377302
lots of missing info here, are you planning of updating or moving to a different minecraft version? if not then uh nothing will happen
>>
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Apparently GoG mobs don't spawn on special lawn blocks, but they do spawn on coarse dirt, which I use for landscaping installations, which means the residential neighborhood is always going to have centaurs and dryads lurking in the shrubbery. I kinda like that, actually.
>>
>>586370958
Glad you enjoyed it!

I was a collab at vgstation for a few years and spent lots of time working on ZAS, rewriting the fire mechanics entirely so I'm very familiar with how the system works. I'm using Al to translate it to Minecraft using requirements-driven-develoment with manual verification of all reqs to avoid slop. The end result should be something very similar to SS13 atmos or maybe even Stationeers if I implement phase changes.
>>
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Can anyone help me understand this re-packager behavior, the block is acting different between my survival and test worlds.
This is a screen from my test world. I have three factory gauges, one for enderium ingots, one for silver ingots, one for enderium dust. Ingots = 4 dust + 1 silver into the input frogport.
The packages land into the item vault and from there they wait to be recombined by the repackager, shooting out as a single package and being cut up and fed to the right line.
On my real world I have the exact same setup, except the packages never wait into the item vault and are instead pooped out by the re-packager straight up.
Can you guys see any differences that'd cause this? The factory gauges are set up the exact same way in both setups. In the creative setup packages are emitted from two separate but very close-by frogports, which means the 2nd package has time to loop around the chain once before being eaten by the input frogport.
In survival the packages are emitted by separate and far apart frogports.
>>
>>586364375
Alex's Caves was the first big release of a new movement, a step above vanilla+, incorporating elements from old youtube mod review classics like Orespawn and More Creeps and Weirdos, but with a level of polish that didn't exist back then. It's basically the Star Wars of Minecraft mods.
>>
first bunker garden is almost done, I made myself an uzi as it uses the same ammo as my glock, need to produce more ammo, but I can do that easily now, also installed a straw golem in here, gonna set up a guard golem eventually. Just need 4 wheat bales and a manuscript.
>>
>>586389446
Fuck me I solved it, apparently this is a bug with using gauges attuned to different networks to sync a specific recipe.
My ender dust production is on a different network from the rest of my storage system.
>>
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>>586337231
Me too.
>>
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I don't feel like making buildings today, so I'm doing chisels and bits signs prematurely.
>>
is integrated dynamics bad
>>
>>586393713
God this shit looks ass
I'm glad I still play 1.7.10
>>
>>586390441
Had to remove the starter garden; I think I produced enough coal and have an entire line of potatoes. The reason was so the straw golem would stop trying to go through multiple iron doors to harvest potatoes; I burned about 300 10mm just collecting drops and infernium, which will come in handy later. New golem addition to my fields; health is kinda crap, but you can heal him with wheat.
>>
Vibecoded mods are a double-edged sword. On one hand, they're slop, on the other hand, they often do shit that no other mod does.
>>
>>586402415
Some people have very good ideas but no capacity for coding, whether due to time, ability, or just mental issues. However, for every person like that, there are ten thousand braindead, derivative idiots who have never had an original thought in their head.
>>
>>586408163
It doesn't even have to be original. I saw the best (looking) implementation of tornadoes in a Minecraft mod, found out it was vibecoded.
>>
>>586402415
They can generate decent code nowadays, so their being an inefficient mess isn't even an argument anymore.
>>
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>bro hop on the craft man this shit lit!
The shit in question:
>>
https://www.curseforge.com/minecraft/mc-mods/botania-revived
Did the guy who keeps asking for 1.21.1 Botania see this? They added a surprising amount of new content.
>>
>>586418697
I wasn't going to play Minecraft today, but I guess I am now
>>
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Wippest of WIPs
https://streamable.com/lnwe7o
>>
>>586367759
This is the machine and recipe you need
>>
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>>586401758
It was inevitable once I started doing chisels and bits that I would make a Heiðr. This billboard is eventually going to have the logo and name for the company, a little green seedling with the name Læraðr Dynamics next to it, but I wanted to build her first because it's the more interesting and fun part of the design.
The white terracotta background is just a placeholder for right now. I'm going to try some green and blue blocks to give it a more nature-y feel once the rest of the sign is done.
>>
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>>586431145
That's all the progress I was able to make today. I'll try to finish it up after work tomorrow. Thankfully I have Tuesday off, which is when I plan to get some progress done on the school.
>>
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>>
name some good creeper mods.
>>
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>>586441575
Not sure what you're looking for, but Caverns and Chasms has some interesting underground creeper variants.
>>
>>586441575
special mobs
>>
Its been more than three years since the cave dweller mod, has anything iterated on the concept in a way that’s actually good?
>>
>>586446189
They evolved into ARG type preset story
>>
>>586441575
Creeper Overhaul is pretty comfy
>>
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>>586446189
Not to my knowledge, but IMO the original Cave Dweller mod is best if you treat it less as a spooky monster, and more as a hurdle to be cleared. Though I did have to use Mob Properties in order to make it more of an actual threat.
>>
>>586443960
Yeah this will do it. I just want mods that add in extra creeper species. There are others like Species or Alexs Caves that also add in extra creepers, but those are just mega bloat.
>>586449409
The only complain I have is that none of their special creeper have an equivalent skull drop.
>>
Imagine an infection mod that uses the taint from TC as the primary mechanic, that would be so fire.
>>
every 1.12 mod that lets you put pictures in the game is broken in some slightly different way
morale at the factory is taking a massive hit from the lack of tiny rotating anime girls
>>
>>585351510
petrochem and power grid
yes petrochem has a lot of problems but its still a hell of a lot better than trash bloatware buggy mess TFMG.
never use new age for anything ever
>>
so whast the deal with this thaumaturge mod, it looks like its just a port of thaumcraft for 26.whatever
why the fuck would anyone do that for version 26.whatever
and how badly is cofh screeching about it
>>
>>586418697
> Ponder integration
Woah, never thought I'd see that. Probably one of the mods that most benefit from Pondering over having some shitty book.
>>
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>wake up
>there is another vibecoded thaumcraft clone
>>
most memorable thing about thaumcraft are the golems anyway.
>>
>>586481235
t. filtered by essentia pipes
>>
>download modpack
>like 18 things pop up on game start
>its got 6 different kinds of a dozen different ores. none of them are cross compatible.
>all the mobs are wearing hats for some reason
>it comes with a bunch of retarded stupid fucking shaders and shit
>have to fix the keybinds every. single. fucking. time. because there are always at least 5 which have a dozen different conflictions with mods
>has some faggot ass tinkers construct clone shit in it every. single. time.
>never has a truly viable early game storage solution that isnt 'spam 50 chests and wait until you find diamonds to get the magic doo-hickey which links them all together'
>always tonally all over the place and has no cohesive theme
>always has a bunch of completely braindead and useless quests with a quest log mod whose only purpose is to throw semi-randomized items at you for opening the fucking book itself
>always has stupid fucking farmer's delight or some other immensely over-bloated 'food' mod which shits random plants out all over the place
>its not even a kitchen sink pack either
im so tired of this
>>
>>586481558
your first mistake was downloading a modpack instead of making your own
>>
>>586481558
stop playing garbage kitchensinks
>>
>>585234814
>Be fairly noob-ish to modding
>Mostly a grab mods as i see them kind of guy, don't like modpacks because i like my experience to be tailored to me
>Enjoy 1.20.1 since it has most vanilla features to not being full of retarded microshart tracking shit ratio, mod out all other issues
>Have fun with quite a few mods. some very small and only have 1.20.1 versions
>Enter born in chaos
>new mobs provide fair challenge and minibosses i can enjoy, main boss is also fun and fairly well balanced around vanilla +
>Adds cool worldgen stuff and cool gear that requires combat with minibosses and enemies, something i like
>Nightmare stalker begins spawning
>Obnoxious twat soon accounts for 80% of my deaths
>Spawns near invisible
>Projectile immune because fuck you
>Frostwalker effect because fuck you
>Only gets stronger as game goes on because fuck you
>even without all that, is very fast before getting hit, tanky as shit, and even after being de-cloaked will rape you with melee that evaporates your health bar even in best armor due to wither-slow-blindness effect
Is there a mod like born in chaos without the retarded fun ruiner? I enjoy the added night difficulty and the danger it adds to shit like caves as well as the towers. i don't mind if i have to add two or three mods for it, but the entire mod is ruined with the mere presence of cuntbag shitfuck.
>>
>>586436586
cute
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>>586479120
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>>586482275
i literally said it wasnt even a kitchen sink modpack
>>586481852
i try every so often but it always fucks up from some minuscule little config thing or INSISTS that it not recognize the version of java im using or some crap like that
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>>586487601
>sir another flux rift has formed inside the base
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>>586486341
https://modrinth.com/mod/unique-mobs
I've added that to my kitchensink as a replacement to have some mobs to shoot with arms 'n artifice weapons.
>>
Anyone here play this magic mod Goety? Seems pretty popular, lots of downloads, lots of addons and compat mods but I never heard of it before. Saw it in a kitchen sink pack this morning.
Looks like a shitter version of Iron's but if they work well together I'd be tempted to add it. How are the mobs? Any bosses?
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>>586504280
i like it. i only played it vanilla though, no addons or compats.
i love the idea of having your own base guarded with friendly mobs of your own and goety lets you do that. different flavors as well, you can have undead, wolves, spiders, friendly illagers, and i think they added blazes/breezes at some point too
unfortunately the minions suffer the same problem wolves do: retarded AI. but most minions are much easier to replace than wolves so it's not as bad.
most (if not all) of its mobs are lifted/inspired by Minecraft Dungeons as well so they fit the aesthetic as well.
>shittier version's of iron's
i think the two mods are complementary, you can use iron's support spells on your goety minion army. at worst they can act as meat shields while you get your spells off.

also you enslave villagers to mine for you
>>
>>586479120
>crucible
>research table
>warded jars
>alchemical furnace
>arcane alembics
ai can never compensate for complete creative bakruptcy
>>
>>586505474
Alright, so it's primarily a conjuration and mind control type magic? Interesting. How are the animations? And does it have retarded microcrafting shit? I see some alchemy which is usually a pain in the dick, looking at you Botania.
>>
>>586506331
>conjuration
yes but also no, there are magic versions of the summons via spells (which can turn permanent if you had the matching parts) but you can also summon permanent versions by sacrificing items at their "summon blocks", meat into an egg sack for spiders, an iron chain into a grave for zombies, etc
>mind control
the closest thing is corrupting a villager into a friendly illager mind control. you don't actually take control of hostile mobs
>How are the animations?
i think they're lifted if not emulated from Dungeons. none stood out in a negative way to me. but likewise nothing stood out in a positive way either.
>And does it have retarded microcrafting shit? I see some alchemy which is usually a pain in the dick
there's a tiny bit of microcrafting usually involving awakened emeralds but crafts are usually two at most. it's not that bad since the cursed infuser (turns emeralds into awakened emeralds, among other stuff) can also be automated with a hopper
i didn't engage with the alchemy stuff at all. it just didn't work for some reason. didn't miss out on much because it was completely optional
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>>586479120
Not-crucible having legs like those and accepting non-full blocks underneath it really annoys me.
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>>586506185
devil's advocate: if they changed anything autists wouldn't even pick it up because it wouldn't be thaumcraft
i sure as fuck won't because the textures look like ass, not to mention there's 16x shit thrown in there
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>>586507590
Cool, thanks anon, it's going in my next magic pack. I'm keen to see the Iron's compat.
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>>586507590
>none stood out in a negative way to me. but likewise nothing stood out in a positive way either.
Speak for yourself bro l love these little retards and the vines they spam even though they're a bit loud
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Automating charged redstone in Cube Warper is harder than I thought it would be. I hate trying to make Create and AE2 work together.
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>>586512317
It's like some redstone gets inserted successfully into the deployer, and some vanishes.
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>>586492569
Oh, you’re the anon that couldn’t figure out how to install and select jdk versions with the launcher? Or the anon who was using an experimental mod that required an unusual jdk version?

>>586508173
That is rough looking. Honestly I’d be perfectly fine with changing the base Thaum aesthetic with different models and textures, but I’d like to have multiple options. Technomagic like Psi, spruce and andesite to match Create, and a lighter fantastical arcane style to match Ars Nuveau. A pick-your-own resource pack would let you swap out the stone colour (e.g. for aether holystone) for better curating a modpack, though I guess that kind of a simple palette swap is not too much work to do manually.
>>
Uwoooaaah!!!
New teaser just dropped!!!
>>
>>586516665
why do they keep remaking thaumcraft?
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>>586516665
Incredible. Now to wait 6 more years of JACK FUCKING SHIT for Team Currently Offline & Fully Hypothetical to deliver another singular sprite as a teaser.
>>
>>586512317
>>586514428
It was a hopper issue. It was sucking the items out of the underside of a funnel instead of only catching them.
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>>586516665
Where?
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>>586517298
Remaking? There hasn't been a remake in like ten years. Every teaser is just the same super slow update they claim they've been working so hard on since Azanor quit life.
Allegedly, there is now a second person working on the project. Expect a whole bunch of nothing
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>>586517963
Alright, this works. Even though it feels like it shouldn't.
>>
>aero modpack where you actually need the vehicles and not just because there're shitty floating islands or infinite oceans
so uh
did this happen yet
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>>586522471
I wish. Most problems that require aero can be solved just with trains.
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Aaaand that's diamonds.
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>>586517328
>Team Currently Offline & Fully Hypothetical
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>>586519001
just set the deployers filter to redstone. it will keep redstone and remove everything else
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>>586522471
It's called multiplayer. Aeronautics is friendslop.
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>>586528621
i hate it when friendslop requires your friends to have wrinkly brains. the only person who touched that mod ended up making a bare ass H-shaped car that shot off into outer space never to be seen again after a glitchy collision and he ragequit the mod there and then
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>>586522471
How else would you do it? My thinking is any of the following:
>land/sea is too dangerous to travel without an enclosed vehicle, e.g. zombie hordes
>moving threats that destroy static bases, e.g. infection mods
>enviromental hazards e.g. lack of oxygen, too cold, especially if your protection suit is actually cumbersome
>distributed resources and cheap fast vehicles to incentivise mobile bases, with no efficient methods for long-distance logistics, e.g. needing to harvest big fluid tanks, not 3 shulkers full of ore in your pocket
I'm not sold on the first two, minecraft isn't a good basis for a combat-focused game. I'd try to use both of the latter two, to varying degrees. I got a feature pushed for Thin Air Relived that adds biome-specific air quality, which helps. For that last one, airships and planes become pretty expensive compared to land or sea vehicles, and land vehicles would need to be on a really flat surface to travel at any speed. Smooth dunes of snow-tiles might be fine.

I don't think ocean worlds or floating islands are a bad way to go, the world just has to be interesting enough despite that. It's definitely the easiest way to incentivise aeronautics use.

I've been planning a post-apocalyptic australia server pack, with wide open mad-max deserts, toxic jungles full of deadly insects, tech progression based on salvage, and a surrounding ocean with submerged cities and treasure within. Nerfed airships and other balancing changes too. But the mod landscape isn't quite there yet, I at least want to wait for a polished sailing mod to appear, and the next version of Hostile Skies will reportedly add the possibility for enemy NPC land vehicles. That will probably take another year.
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>>585253737
Would you mind sharing your shader/settings? I like how the world still looks vanilla but the skybox/lights are improved
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>>586530627
Infection mods are almost there. I tried a run with spore and it was kind of cool because you had a grace period before you had to move again, that being because the evolution around you wasn't advanced and you could fight until zombies got too strong. But it's way too easy to softlock because if your mobile base is surrounded or you made a mistake or whatever, then you're fucked. All the caves around spawn are infected so you can't really get iron or try to recover.

Air quality / Oxygen might work the best so you depend on your ship, assuming it's 'free' there. Or maybe extreme weather? So you need coolant or heat sources and you ship provides you with protection. Or no idea, designing shit is difficult.
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>>586532251
There was an anon here a while back who used to do cool immersive-engineering-centric builds with pixel perfection, pixel reality luminance, and pixel reality atmosphere. I basically just copied his setup, except I replaced the pixel perfection resource pack with the mizuno resource pack because mizuno has BoP support and is designed to not clash with programmer art textures in most mods.
I also use better foliage which makes leaves look fluffier, and dynamic surroundings which changes how lighting works during sunrise and sunset.
I hope that fully answers your question.
>>
>>586522471
I really want this shit to work man. Cube Warper made me wish for something like that x10.
>>
>>586534173
Thanks anon! It does
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>>586515839
im neither of those, i know how to select jdk versions
ill just often find mods that scream THIS MOD NEEDS JAVA 17 (or any other arbitrary number) with an instant crash on startup even though its set up to use java 17 already
>>
>>586516665
>absolutely zero progress for 12 years
>the moment some thaum-autist vibecodes a port to version 25, this comes out
what a coincidence
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>>586536384
Seen this episode before. They're going straight back into another decade of silence once they C&D the mod.
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>>586530627
All of those could be fun in their own ways, it's just weird how no one's done anything like these, even if they're low effort

My favorite by far is enviromental hazards. I love games with worlds like stalker, half life and c&c3. Dying worlds where you're fragile and worthless as a drop of sand yet you keep doing your best, perhaps even achieving grand feats at your peak.
It'd be a major pain in the cock to make it work in mineyman and definitely would have to wait like your idea, but a tiberium infested world would go SO fucking hard. Maybe you'd get a shitty little starter vehicle you'd need to fix using the very limited capabilities of your protective suit before an ion storm finally forces you out of your shitshack that's stuck between a destroyed city and wastelands. Maybe there'd be groups of gangs, maybe you'd get to see a ZOCOM unit flattening a mutant outpost, trade with other scavengers Hard Truck Apocalypse style using those aero delivery mods to dive into more dangerous parts. Maybe your ultimate goal would be to make something like a reverse HL Airex to clean the air, not to make the entire world a paradise with zero flaws, but a little bit better, I dunno. Take a look at the pics in vidrel if you know fuckall about c&c https://www.youtube.com/watch?v=Z9_WcQKcoDE
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>>586533532
My problem with the PvE route is twofold:
Firstly, it's unforgiving if you lose your inventory full of loot to the horde, but it's way worse when you lose your entire mobile base and spawn point to the horde. Especially if your bed doesn't get broken and you're stuck in a death loop. Though if the PvE horde / infection zone is limited to an area that will neve encroach on your spawn, that's easier to mitigate. That's hard to do diegetically in a single world, but if you could limit it to a certain Y level (e.g. the ground below the floating islands where you spawn), to a certain biome (e.g. nausicaa toxic jungle) or to a certain dimension, and combine it with distributed resources that incentivise venturing into the horde zones, then it could be a decent mechanic.
Secondly, getting mobs and infection mechanics that actually work with Sable sublevels doesn't seem trivial. Pathfinding around Sable sublevels is already janky, and I don't think AoE infection effects would touch a sublevel unless it's specifically updated to work.

>Air quality / Oxygen might work the best so you depend on your ship, assuming it's 'free' there
Yeah, I was thinking for an extraterrestrial environment:
>big base/mothership - oxygen is freely generated from your trees and crops
>small vehicle - oxygen is cheap but limited by tank size, easy to expand
>man with suit - oxygen is very limited by backtank capacity, hard to expand
For an ocean/diving server, it's even easier, as you can obviously refill at the surface, and there's even mods with depth crushing mechanics for both players and ships. For air quality, I don't think Sable sublevels can yet create sealed areas of air quality within them, though soul fire creates acceptable air quality nearby. Perhaps you could hijack a space mod's oxygen system and see if you can apply biome/Y dependant oxygen levels, instead of using Thin Air? There really should be a general purpose Sable-compatible air quality/oxygen room sealing API.
>>
>>586540036
I am working on this very API right now based on SS13 atmos lol https://github.com/west3436/zas-cubed
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>>586540036
>mothership
Cool idea, it could be a wrecked ship. The tech needed to actually drive it would be gated by progression or expensive resources. So you make small vehicles so you can bring resources back to the ship. Maybe a goal is to produce fuel and move the mothership from a biome to another or a better position.
>>
>>586540036
>>586533532
Tornadoes might actually be a decent mechanic, either for running away from storms, or chasing them to collect some sort of resource (stormphrax!). I'm not sure how those interact with Sable though.
Cold/hot weather mods aren't something I've looked into, I'm not sure if that Sable space mod includes those mechanics, or if there's a Sable compat addon for a Tough as Nails kind of mod.

>>586538880
>it's just weird how no one's done anything like these
I don't think it's trivial. Option 4 is the most doable, the other three require dedicated mod support that may or may not exist. I think the key to option 4 really is fluid logistics, because ores and such can easily be stacked in a player's inventory. Hence why a Mad Max situation with fresh water, oil, and gas wells makes a lot of sense to me. But that alone still doesn't make for more than a couple of resources, so adding more types of fluid reservoirs in different biomes would be logical. Going from driving across a wide open desert to climbing a snowy hill with a tracked vehicle sounds fun.
>Maybe you'd get a shitty little starter vehicle you'd need to fix using the very limited capabilities of your protective suit before an ion storm finally forces you out of your shitshack that's stuck between a destroyed city and wastelands
The most fun I've had in a game for a long time was in KSP, when my ship broke apart on taking off from Minmus. I had my engineer hop out and shuffle the parts of the ship around to make it balanced enough to accelerate (my sas and 1/3 engines were lost in the incident), while still on a sub-orbital trajectory. Being able to do that in minecraft would be incredible.

>>586540412
Neat, though the existence of Thin Air and rocketry mods already means yours will be just one standard among many, unless it can unify them all.

>>586541560
To another planet, perhaps.
>>
>>586541838
This one is more akin to Stationeers/SS13 atmos with pumps, vents, scrubbers, etc. Part of it will enable defining different ambient atmospheres per-dimension so you can have a planet with Methane as the main gas or another planet with low density atmos where Aeronautics vessels can't generate lift without large wings.
>>
>>586543228
I'm making this almost entirely so I can implement it in a 1.21.1 WarpDrive port for planetary exploration via big ships
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>>586543228
I hope you implement lifting gas air balloons, instead of hot air balloons. With gases like hydrogen, and dense atmospheres in planets like venus, it's a no-brainer.
Have you started looking at the Aeronautics buoyancy code yet? I took a brief look to see if I could make a single block with atmopsheric-density-dependant buoyancy, and put it in the too hard basket. I want to be able to make it so aether wood planks are naturally buoyant, but don't just perfectly hover at any altitude or fly infinitely into the overvoid like the levitite code would. Or make it so I can take a sealed envelope block and inject it full of lifting gas, to have a placable single lifting balloon block.

A miniature hot air burner, by putting something like a lantern or torch beneath a tiny 1-7m^3 envelope, would be fun too. For making flying targets or propaganda balloons.
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>>586544205
Not at all; Aeronautics/Sable support is a stretch goal and I'll likely start with lift modification before addressing buoyancy, though it'd certainly be a good thing to implement given the gasses I'm adding.
>>
aero pack that uses it in a meaningful way doko
bump
>>
gtnh has done some techno wizardry with their latest release
this shit loads faster than unmodded
>>
>>585785306
I definitely remember the no witch sound thing, but the rest are unfamiliar
>>
I'm like 20 hours into atm10 and I realized that I should've learned productive bees or mystical agriculture immediately

My immediate first impression of Mystical Agriculture is that it's strong but badly designed. A good factory game is one in which every answer creates three more problems. Mystical Agriculture is like, you setup your initial farm and then afk through all the tiers.
>>
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Graphic design is my passion.
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>>586555128
>advertising an onlyfans on a billboard
jeez times must be tough over there
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>>586555258
Hey, Heithr may be a corporate shill, but she would never be an OF thot. She sells her soul, but not her body.
>>
>>586555028
>My immediate first impression of Mystical Agriculture is that it's strong but badly designed
I mean, it's literally just a cheat mod but with extra steps, like EE. I don't know what you expected.
>>
>>586555028
>>586555867
mystic agriculture is one of those mods which is an immediate indication that a modpack is garbage and not worth your time.

other red flags (in no particular order):
tinkers construct or anything that replicates/emulates it (dogshit, bloatware, pointless)
create new age (dogshit, pointless, other mods do it way better)
the factory must grow (buggy as fuck, dogshit)
waystones (any minimap mod worth downloading already has teleporting built into it)
iris/optifine (shaders are for faggots)
farmer's delight and any sort of similar 'food' mod (bloatware, pointless)
iron's anything (bloatware, pointless, dogshit)
sophisticated storage (only braindead morons use this instead of AE2, oooo channels so haaaard)
tom's storage (same as above)
biomes o' plenty (bloatware, pointless)
create crafts and additions (bloatware, pointless, other mods do it way better)
apotheosis (minecraft is not a fucking arpg, pointless. it does have nice structures though ill give it that)
mekanism (dogshit, tends to cause annoying mod conflictions, basically just a cheat mod for lazy faggots)
storage drawers (same as tom's storage and sophisticated storage)
refined storage (same as all the other non-ae2 storage mods)
ars nouveau (good spellcasting but pointless bloatware dogshit in every other category, ESPECIALLY entity 'automation')
literally any mod that does anything with villagers in any way (pointless, dogshit, villagers are a trash mechanic that should never have been a thing)
botania (dogshit, pointless, tech mod disguised as a magic mod, other mods do all its shit way better)
immersive aircraft (pointless, we have sable now, dumbasses)
industrial foregoing and its derivatives (see mekanism)
integrated dynamics & its derivatives (trash, pointless)
apothic and any of its derivatives (minecraft is not an arpg, bloatware)

this list is not exhaustive. as you can tell, this renders 99.99% of modpacks as garbage. this is not an accident.
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>>586557373
>waystones (any minimap mod worth downloading already has teleporting built into it)
stopped reading here, way to out yourself as a cheater that just teleports around wherever you want lol. waystones is not that
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>>586557373
>mekanism (dogshit, tends to cause annoying mod conflictions, basically just a cheat mod for lazy faggots)
mekanism is bizarre because most of the machines feel relatively standard and pretty balanced relative to other similar magic block mods, and it offers some fun functionality with some of its machines, like turning crushed up biomatter and sand into dirt in the metallurgic infuser, but then it will add fucking psychotic shit like a god-tier pickaxe/axe/shovel/sword that you can craft with a couple diamonds, and a similarly cheap digital miner that will just teleport all the ores in the world into its inventory in exchange for nothing but a negligible amount of RF. It also adds some fucked up recipes, like being able to convert flint into gunpowder, which breaks every gun mod. If you crafttweaker all of that stuff out though and only keep some the good stuff, it's alright, I think.
>>
stupid idiot gooner question is there a mod like this for current release?

https://modrinth.com/resourcepack/iron-girl

the one on cursed forge isn't as good to me
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>>586562837
Does it not work on the latest release? Or do you not have access to Optifine or EMF/ETF?
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>>586557373
Is it not beneficial to have an initial storage mod before AE2? AE2 is great and all, but it kinda demands you stop whatever it is you're doing to play its minigame for an hour. I don't mind doing it eventually in a playthrough, but when every modpack has AE2 I kinda want a cheap solution until I eventually swap to it.
>>
>>586565041
you should not read that post as serious
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>>586565041
>play its minigame for an hour
you can get a basic AE2 set up with a storage cell going in less than an hour from game start, the only even remotely possible hiccup being finding a meteor (which is almost never a hiccup because theyre everywhere)



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