//vg/
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The humble pear tree edition

► 1. WELCOME

We discuss modded Minceraft: mods, modpacks, projects, build ideas, etc.
If you're working on a mod or a pack, keep us updated for feedback!
Refer to the OP before asking about launchers.

All e-celeb illegal immigrants will be cordially redirected towards >>>/vg/mcg/.

► 2. NEWS

All Mojang accounts have been killed. Use links below to keep playing the game without a M$ account.

► 3. USEFUL LINKS

>Play modded now!
polymc.org/download/
prismlauncher.org/
github.com/FreesmTeam/FreesmLauncher (pirate-friendly fork of Prism)
github.com/antunnitraj/Prism-Launcher-PolyMC-Offline-Bypass (M$ account bypass for Prism)

>Get mods
legacy.curseforge.com/minecraft/mc-mods
mcmodarchive.femtopedia.de
modrinth.com/mods

>Useful CurseForge search
superstormer.github.io/cf-search
greasyfork.org/en/scripts/464782-old-curseforge-please (script to automatically redirect to legacy CF)
modpackindex.com

>Optimization mods
superstormer.github.io/useful-mods/

>1.7.10 server authentication option (Got shafted by M$? You can still [multi]play!)
github.com/lubinacourec/SeamlessAuth

>Ideas, Albums, Resources & Inspiration
drive.google.com/drive/folders/1UzkwnETunaxg6OomfyJ8X_TAQG4ruX51?usp=sharing
imgur.com/a/JPif9
imgur.com/a/2fz8MBt

>General FAQ (read this before asking for mod making guides, where to download shit, etc.)
pastebin.com/DkLVCD3k (embed) (embed) (embed)

>Resources (mods, modpacks, and guides)
pastebin.com/c8QNj7Q4 (embed) (embed) (embed)

>Alive /mmcg/ servers (Do you have a server up? Add it to the OP! Having trouble joining in? Check out the Resources pastebin!):
PathServ (ToxicJungleSerb, Fabric 1.20.1): 185.206.148.172:25573
Evilcat (Sky of Grind, Forge, 1.20.1): evilcats.qzz.io
Prison Break Aeronautics Edition (1.21.1): 136.114.21.2 136.114.21.2/pack.zip

Prev >>565922678
Showing all 152 replies.
>>
So can you wife the 2hu maids using local llms yet or nah
>>
>>566767934
yes
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>>566766410
How do you get this to work? I installed aero + ip + that and crashes on startup.
>>
>>566767115
Forgot to add a serb:

Speockets, Islands, and Airships:
Server: 34.42.129.221:25565
Pack: 34.42.129.221/sia.mrpack
Grab a (1) ship and get out into the world.
>>
>>566767305
>ae as your only logistics mod
use gregtech pipes exclusively or you're dishonest
>>
>>566766410
>immersivesablebridge
Finally we’ll be able to see if the cube goes flying, or if the cube just falls our the other side.

>>566768405
Did you install the right version of IP, as described in the bridge mod’s description?

>>566768720
Minecarts for moving items.
>>
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>>566768112
uhhhh how? I'm using Kobold, both the usual endpoint I use for ST and the openai compatible one give picrel
please don't say I fucked up by never learning ollama
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>>566768405
for me it crashes when I load a world
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>>566770189
Ok I won't say it then
>>
Doesnt IPortals murder your performance or do sable ships work differently?
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>>566770289
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>>566770592
It's a gimmick mod to join two other gimmick mods, performance isn't really the main concern
>>
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Any idea what mod adds this or is it vanilla CC for 1.21.1?
I'm using this https://modrinth.com/modpack/create-customised modpack as a base and added several others, CC included so I doubt it's the modpack's shenanigans, there is also a regular fag flag
>>
>>566772719
https://github.com/cc-tweaked/CC-Tweaked/blob/b23ac67702fe2b78f9ac3fb51e6de73a518434b0/projects/common/src/main/resources/assets/computercraft/models/block/turtle_trans_overlay.json
>>
>>566772719
>>566773890
https://github.com/cc-tweaked/CC-Tweaked/commit/081953655c8a39ac775e94544fed5743e0ab1167
It seems like it has been in the mod for a long time how come no one told me about this
>>
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>>566770189
>>566770289
I got it to work with Kobold kek, it just needed the full chat completion address that doesn't show up on kobold's terminal, probably since normally Silly handles chat vs text completion
Loading both gemmy4-chan and mineman rapes my 12gigs of vram and fps drops to 20 during prompt processing but oh well, that's a price I'm willing to pay.
Do you know where the char files are at? I can see the whole wall of text on the terminal but can't find the actual file
>>
3.8 MB
>mfw you can just ask her something she can do and and she'll actually switch her job on her own
Amazing shit
I'm guessing that error is from llm tool call the job switch requires, and that gets executed instead of writing a response
>>
>>566776271
Did you manage to find the char files?
>>
>>566745765
>>566765794
IIRC you can set skyboxes by dimension with Optifine, but the system is kinda ass and also hardcoded to only work with a few dimensions? Or at least I remember having to use a bytecode editor to do something related to that in order to get it working on my skyblock attempt but the last time I messed with that was so long ago that I can't even remember if it worked.
>>
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>>566777747
Not yet, this vid says it gets generated automatically but the config folder is still empty https://www.youtube.com/watch?v=Z0QHMaYFm6o
There's a section to make one yourself and while I'm used to making them, I want to see the actual default file for reference because I doubt tool calls are done by simply just writing what you want in plain text
>>
>>566774295
>>566776271
ive seen a lot of cringe shit in my time, but this has to be some of the most pathetic, cringe-worthy, nausea-inducing shit ive ever had the terrible misfortune to lay eyeballs on
you should seriously consider suicide; i fully believe that the world would be better off without anyone who would install or use such things as this. not out of any sort of 'oooh female objectification' bullshit either, dont get me wrong, but out of sheer lazy wish fulfillment pathetic faggotry, which is off the charts
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>>566776271
>Can you place 576 coke ovens? Automate them too please.
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>>566772719
>>566773890
>>566774114
I always thought CC was just inferior to OpenComputers, in both aesthetics and balance. That's stuck on 1.20.1 though.
>>
mods for this feel?
>>
>>566787132
toymcreatey
>>
apparently skyserb2 died overnight, don't think anyone was online at the time
timed out because a tick took too long
the server says 60000004 seconds, which is 2 years
it's up again with the timeout disabled, we shall see how that turns out

34.42.129.221 (you can click this now to view it in your browser)
>>
>>566787667
Oh I've been mogged
>>
>>566787667
the hosting computer's cmos battery is fucked up and it pulsed and reset its clock to 2 years ago youre welcome
>>
>>566787917
In other words, Google Cloud's problem, not mine? I shall sleep soundly.
>>
>>566787132
fapcraft
>>
im suppose to get started with my create projects but i got distracted with another idea to build first
i like it quite alot.
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>>566801213
its not centered with the house entrance
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>>566767115
so it turns out there's a maximum rope length
>>
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>>566808423
not the best way to find that out
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>>566808561
just daisy chain them ,looks ugly but its that or the static pulleys
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>>566809482
Static pulleys it is.
>>
>>566808561
yep, it's less cool but you can use the create rope pulley or whatever it's called
also if you turn one upside down you can make a silly elevator, it just works, or if you rotate one 90deg you can attach drills and mine with it
>>
>>566810994
>turn it upside down and it becomes an elevator
>sideways and its a mining bore
explain
>>
>>566811428
the rope can push things sideways or upwards
the illusion of the rope being under tension is broken
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>>566810994
am I misremembering or do rope pulleys barely use SU regardless of how many drills you attach?
>>
>>566811583
I'm almost certain I powered a 4x4 drill setup at max speed with a single aero engine. But can't confirm, am wagieing right now.
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>>566811583
rope pulleys don't use SU units at all for powering what they move, only to move themselves, I've dug out entire chunks down to bedrock with a handcrank before
>>
>aeronautics
>all of a sudden simulated contraptions (in this case an air balloon) stop updating
>like, you can change a throttle lever but the actual lever wont change, but itll still act as though it did in transmitting power and redstone and stuff
>but its frozen
>docking connectors 'connect' with others outside the contraption but dont actually extend
>land the thing, disassemble the physics on it, re-assemble, still does it
>disassemble, re-do all the gluing, re-assemble
>still does it
>boiler is impossible to start now since right clicking the hand crank does nothing since no blocks inside the contraption update at all
any ideas?
>>
What are some mods that I can use to enhance the hunting experience and disincentivize not hunting?
I'm also able to make an origin to help out further enchance it but I don't have many ideas.
>>
>>566806769
kinda forgot about that hahaha. the angled path to the shrine looked really cool so i thought to place it that way.
ended up deciding to realign it but the surroundings look eh in comparison to before. suppose ill just terraform the area later.
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>>566816317
none
minecraft is not a hunting game and trying to make it one is never going to give you what you want
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>>566816505
lol good one. Recommend suitable mods or fuck off.
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>>566820064
i choose to fuck off find your own mods
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aw yeah
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>>566820424
aw fuck
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>>566820824
youve made a terrible mistake
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>>566820824
>>566820883
There's two sheep left alive, guess I'll breed them and try carrying them via airship instead
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1.8 MB
>>566820424
We got skins are working on Skyserb now?
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>>566821419
Yes, just needed the server-side mod "Skin Restorer".
>>
>>566711741
>>566708967
I think it would be nothing wrong with pumping infinite water from rivers. Factorio does this, DF too.
>>
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>>566820424
>>566820824
>>
Steadily building up a list of mods to include in SIA V1.1:
Aeronautics:Wind Tunnel - probably not going to get used, but for those who do want to experiment with fixed-wing aircraft in survivial mode it should be a nice addon.
Create Big Cannons: Equally Opposite - will make firing a big gun from a small ship comical. Just what I want.
Gravestone x Sable Compatibility Patch - a very nice improvement, gravestones will appear in ships, not in the world coordinates nearby, clipping into your ship.
Separate Sable Render Distance - will allow players to see airships much further away, that will be really nice. Feel free to install this one client-side right now, as DH has been turned off on the server anyhow.
Sable Beyond - This fixes a couple of things, but more importantly adds entity mass. I'm not sure if this is too disruptive to introduce into a modpack that's already running, but man I want to be able to lean to control a tiny levitite hoverboard.
Create Simulated Additions - this adds more solid-fuelled engines, one less powerful and one more powerful than the stock engine. I probably won't add these since I've already got diesel engines. On the other hand, oil is only in hot biomes, and those are pretty far to travel.
Create: Gears and Kinetics - adds larger and smaller cogwheels, allowing for a better assortment of gear ratios and possibly more power too, seems useful assuming they work on airships (petrol's parts still isn't updated for aero)
I may also disable the sable falling trees. It's fine for now I guess, though I'd prefer if the leaf blocks broke more easily.
I'll keep an eye out, then see about pushing 1.1 to clients and the server in a week or so.

In server news, I fixed mob spawning so it only happens when sky light is 0, as I originally intended. So no more mobs spawning under trees at night. If you want to fight mobs and get string, go underground like in TFC.
>>
>>566823354
FYI for big ore veins:
>the gold and ochrum vein spawns in biomes that are dry (desert, badlands, savanna)
>the iron and crimsite vein spawns in biomes that aren't dry or cold (e.g. jungle)
>the copper and veridium vein spawns in biomes that are not hot and not dry (e.g. taiga)
>the zinc and asurine vein spawns in biomes that are not wet and not hot (e.g. tundra)
Because of how I've used negatives, the temperate non-wet non-dry biomes should get all of them except the gold. Dry only has those three biomes, and wet only has jungle, swamps, and beaches. Hot is just jungle + dry, along with mushroom fields and stony peaks for some reason. Cold is just snowy biomes, plus taiga and stony shore. Haven't seen a single vein yet though. I'm poor, need me an iron vein.

It would be nice if EMI could search for biomes by tag directly, i.e. just typing in #c:is_dry. But you can search badlands and find biomes that way.
>>
3.9 MB
>https://www.curseforge.com/minecraft/mc-mods/create-deep-seas
>ballasts do not change the center of mass(it leaning was my fault), after this webm I moved the tanks to the tail section and it still stayed nose up at the same angle
>was making a shitty little sub and it exploded the moment I dropped it into the water
>ballast vent only receives rotation from the sides, annoying since it needs a pipe on one side and a redstone signal on another, limits aesthetical placement
>Sodium, the shit everyone uses, breaks water occlusion
>mod is actually called Create: Submarine, even says so in the description
It's foking raw

>>566777747
Looked up the source code and apparently every instruction and tool call is baked in. A shame since it's not written well, especially with 6 gazillion asterisks wasting tokens, pointless shit like stating the version of the game and a pink elephant where it straight up tells the ai to not hallucinate kek. Before all that is the char sheet you edit ingame, whatever you write gets buried under a wall of text and some more.
>>
>>566828201
> Create: Deep Seas
Oh man I want to like this mod so bad but jesus why would you add an electrolyser to just give you free oxygen forever while in the water. Forcing everybody to make the same stupid pump setup and completely trivialising the challenge. The whole point of a sub is to have air tanks which you KNOW can run out at some point. Even today there is almost no sub that supplies oxygen this way. Blacklist the electrolyser and add a compressor, just make it take air and output oxygen to go in tanks. Bit of tweaking so you have about 10-30 mins on an average setup. Now I will play your mod. For fuck's sake all the code for this is already in base Create diving suits. Why oh why add some shitty electrolysis crap, obviously these people have no clue about the real world and learned everything from video games.

God, imagine, a decrepit sea platform with a rusty crane, lowering a diving bell down an underwater fissure, finding molten vents and setting up a mining rig there. Pure steampunk kino.
>>
lambdyanimc lights or sodium dynamic lights?
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3.9 MB
>>566829045
Yeah that's bit annoying too, I feel like they just copied Beyond Oxygen for VS and added the hull break mechanic. You can try pestering the devs' shitcord, it's early enough in development that maybe it'll get added
I really want to redo webmrel when it's more polished. It was fully working, mostly done decor wise and was ready for survival but the toymy itself wasn't, it'd randomly crash with some VS error and use up to 18 fucking GB's of ram lol
>finding molten vents and setting up a mining rig there
I actually remember seeing a create jewtuber having a mod exactly for that, I think it printed resources as long as you pumped it lava or something like that
>>
>titanium does indeed only need an HV EBF
>it takes 40 seconds per ingot though
That's fine, I still have other stuff to finish in the meantime...

Also holy shit I'm glad quad input hatches are EV, at least in nomi, I'm tired of playing fluid puzzle with my EBFs.
>most shit requires nitrogen
>steel requires oxygen
>neodymium requires helium
>silicon outputs CO (and some other recipes output fluids)
>I can only fit two fluid hatches on the multi else it says I don't have enough casings
I cannot wait to be able to supply all the different inputs in a single hatch and actually share my autocrafting patterns across multiple EBFs rather than playing a shitty puzzle of mix and match
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>>566822297
If you can find a way to differentiate naturally generating bodies of water from artificial ones, yeah.
Maybe a check for the body of water being big enough, like having enough sources in a given block radius, such that a lake or a river would qualify but a 2x2 wouldn't.
But then if you really want to make this feel realistic, you'd want to prevent it from being cheesable by just making a tiny ditch to bring the water source to your base, at the same time if the ditch is actually a canal looping around the river and realistically bring in a flow of water it should ideally work (that'd be cool). But then it becomes near impossible to make it work when needed but not be extremely easily cheesable with just some clever digging and water bucket placement.
I suppose a simple "is the surrounding water body big enough" check, preventing any artificial canals, would be reliable enough and maybe a decent middle ground.

>webm
What the fuck, why does the first block give a bunch of free blocks but then the next blocks all break instantly? What's the logic here?
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>>566833281
That's a great sub dude. I can see those hatches and ladders would be impossible to climb through when the craft is not level, which is good. Proper mass distribution seems to be much more important in Aero than it ever was in VS.

> You can try pestering the devs' shitcord
I'd rather not, if you agree with my point of view I'd be much obliged if you could relay my concerns to them.

And yes. The mod you're talking about is called Create: Molten vents. It does need lava so it's not as OP as direct crafting recipes for Asurine/Crimsite/Veridium etc. Not that I mind those, they're very convenient.
>>
Name ONE good techpack
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>>566835389
____
>>
>play modpack
>inevitably devolves into 9x9+ crafting table tedious bullshit
Why is it always like this?
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>>566835389
cabin
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>>566834520
> you'd want to prevent it from being cheesable
In sandbox non-competitive game. These anti cheese mechanics hurt creativity: you could build an aqueduct or a channel, place 2x2 source and imagine that it works, but instead you have to build another still constrained sources.


> What the fuck, why does the first block give a bunch of free blocks but then the next blocks all break instantly? What's the logic here?
The logic is that these block will not break until N (4 in this case) blocks were mined, to avoid these ugly pits and streams on water bodies sides.
>>
BASEDJAK
>>
>>566836027
>In sandbox non-competitive game. These anti cheese mechanics hurt creativity
In specifically a progression-heavy tech tree "campaign" of sorts in said sandbox. There's a reason the saying MAWPC exists: yes, it's single player, it's non competitive, but if this meant balance was irrelevant then there'd be no reason not to play in creative in the first place. The reason people play in survival is specifically for the restrictions that come with it, restrictions that end up creating an interesting challenge.

The question of what challenge is "interesting" is highly opinion based but that's why a lot of people hate GTNH in the first place. The premise of our discussion here is that the challenge of water logistics for an early game steam-age base is interesting. Being able to just drop two buckets and make an infinite source trivialises that challenge and therefore makes the game less interesting.
But if you make some hyper autistic water source mechanic and then it's trivialisable just by putting two buckets and with a few extra steps, it trivialises it in just the same way except now you also spent a ton of effort making up an autistic mechanic which is in the end simply irrelevant. You'd have been better off just keeping normal infinite water then, and giving up on the whole "water logistics" thing. Hence, avoiding cheese is important if you're adding a mechanic of this sort in the first place.

Of course a "creative" person can always build an aqueduct to dress up their 2x2 infinite water square but 99.9% of people never do that. A "creative person" can also just play creative and build a functional GTNH base that way but nobody does that because the fun is in overcoming the obstacles of tech tree progression in survival.
>>
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>>566834949
Thanks, it was a pain in the ass setting up all those camera/detectors to work as a very shitty sonar replacement. Might just port the bare hull and see if implodes kek
Unfortunately I also refuse the 'cord unless I absolutely have to, waited for the CF release to try it out.
>Create: Molten vents
Ahh yeah, it'd be very cool with subs, dangerous fishes and giga deep oceans that Tectonic lets you make
man, there're so many aero addons and they're all fucking unfinished or in concept phase, wish I could just sleep for like 5 months
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>>566834520
Here is your solution. Infinite sources spawn only in river / ocean biomes, but they can propagate. Putting a source block next to an existing infinite source will mark the new one also infinite. You can daisy chain them to your base location and there you have it, it's a canal, pipe or aquaduct.
The connection can be filled in and it's still infinite, sure, but you at least have to go through the effort of making a chain and at that point why fill in the parts you've already done.

The infinite sources only in ocean biomes idea is stolen from sky islandserb
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>>566837813
Yeah that's not a bad middle ground solution honestly.
>The connection can be filled in and it's still infinite, sure, but you at least have to go through the effort of making a chain and at that point why fill in the parts you've already done
IMO it looks ugly and it also lets you build spaghetti over it, it'd be neat if you had to actually keep the aqueduct unobstructed and have it flow through your base. Can probably be done with connection checks too, though I'm not sure if it can be made performant enough (surely though).
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>>566838442
That's certainly possible but there is a point where the rules get in the way of fun. Lawnbasers will lawnbase, and do the minimum effort where possible. I don't see a problem with this. You think your solution would force people to build aquaducts, instead it will make them create and leave fugly little streams everywhere. If the chain can be broken, these players will just transfer an infinite source as close as possible to the machines that need it. Whereas aesthetic-minded players will make aquaducts or settle directly on water.
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>>566833281
Well, that sucks because the model barely follows the in-game definitions and just prioritizes whatever the other prompt says. And if you use a dumber model, it gets confused.
>>
so what's the solution for custom world height raping your hardware? in case you want submarines and airships at the same time
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>>566849591
cubic chunks, which break everything you'd want to use
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>>566849591
Mega world height is a meme, airships don't have much vertical momentum. But Tectonic makes the oceans much deeper. The underground is a big waste of space normally.
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>>566849591
sky dimension and water dimension, there's no other way, make it so if your sub goes below Y whatever you and your ship go to the water dimension for example
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>>566850283
i wish someone would send me to the water dimension
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>>566767115
Hi fags, long time no see. I'm coming back to minecraft but I noticed the modpack I used to use/play (Simply Optimized) isn't available anymore (the author had a spergout or something, I don't really care). Is there a similar one you would recommend? SO only added optimization mods, nothing more.
>just install sodium yourself
Having a simple modpack already available to install in one click whenever I want to play mc and is always up to date is nice, so I would prefer that.
>>
It is currently 2014. I need Computercraft mining scripts.
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Sky island serb just randomly died, sad!
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>>566841906
Yeah, even with a model like gemma4(MoE version but still) you have to precisely spell what jobs you want them to do and OOC barely does anything.
Here's the wall of text, there's even more somewhere else for the tool calls https://github.com/TartaricAcid/TouhouLittleMaid/blob/1.21/src/main/java/com/github/tartaricacid/touhoulittlemaid/ai/manager/setting/papi/StringConstant.java
I really was hoping to use it as a more interactable silly tavern.
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Is nu-chisel still the best decorative block mod out there?
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>>566853526
Bro the sunken ship is so good! Really nice coral reef too. How did you make the 9:37 display? It's smaller than byte panels right, did we get coloured blackboards?
Hope you're having fun on the skyserb I'm really going to try to be there this weekend.
>>
3.6 MB
>>566854664
Thanks. Yeah TJF just enabled blackboards randomly, discovered it by accident making the screen.
See you in the skies on the weekend. It's been pretty fun and jank but the starter ships are pretty usable and customizable.
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>>566856492
One mystery I have been pondering is how this ship sunk. The life preserver is still in place. Whatever could have happened to the crew? Shark attack?
>>
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>>566835389
>>566835437
Yeah SUSY
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Is there a mod or datapack that forces only the large oak variants to grow? I fucking despise those stupid lolipop trees.
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drive-by-wire seems fine but DriveByPower is probably too much, still cool I think
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>>566871212
https://modrinth.com/datapack/new-big-trees/gallery
Enjoy
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>>566878371
Amazing
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>a fucking lily pad can stop a huge ship
gay
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>submarines
Does this mean we can have proper ships on water now?
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>>566878878
https://youtu.be/Ix4jz_XQjE4
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>>566828201
Maybe there’s a setting you can turn off in Sodium?

>>566829045
Does the oxygen electrolyser need electricity too?
Be nice if there was a Pneumaticcraft bridge mod, where you use compressed air for breathing.
There’s also the matter of oxygen being consumed by combustion engines, that would be a pain to code. Submarine balancing should be such that your battery storage is a limiting factor, requiring that you surface to run an engine and replenish your energy stores. Big, bulky, and not too expensive battery blocks. Ideally cheap heavy ones made from lead, and more expensive lighter ones that are suitable for aircraft.

>>566852737
Fabulously Optimised is the main one now. But if you sort modpacks on Modrinth by popularity, version, and filter by optimisation and disable other things like adventure and tech, you should see a bunch. If I recall there are different main optimisation modpacks for different modloaders.
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>>566878371
That doesn't seem to eliminate normal trees, just adds some new rare giant tree variants? (And personally they look kind of simple/ugly too.)
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>>566878878
it's not done yet but this was posted on aerocord https://litter.catbox.moe/xuo5xx0765h3my63.mp4
there is another damage addon that's already out, but afaik that one only affects sable ships and not the world
>>566879876
technically, it's very hard to not explode your shit even when you're in a puddle, mod's just too ass right now
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>>566882745
>technically
I want my bote to not be full of water, I think VS was sort of getting it but can't remember to be desu.
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3.9 MB
https://www.youtube.com/watch?v=mhsFGJs8a3A
Once again getting cucked by Offroad, insane how this is the speed you get at 240rpm

>>566882554
Idk, mod was frustrating enough that I just deleted it before fucking with sodium
>Pneumaticcraft bridge mod, where you use compressed air
Would go hard
>oxygen being consumed by combustion engines
Most subs that aren't nuclear powered or super modern are diesel-electric, diesel is only used when surfaced and as you said, they switch to full battery power while underwater both to reduce their sonar signature caused by the engines' vibrations and also to eliminate their oxygen issue. I imagine it wouldn't be too hard for the oxygen distributor block to check for running engines inside sealed ship and just shit away the air, and it's not like there are many mods that add Create engines so compatches would be easy.
>>566883123
Deep Seas works the same way as Beyond Oxygen did in VS, seal the underwater parts of the ship and water go poof. DS however is currently very fucky.
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>>566888972
>Deep Seas
Seems to work so far, at least for the purposes of making a normal ship. This looks kind of bad during the day but maybe it's fine since my ship won't have underwater windows. Having to cheat in a creative block seems silly but eh.
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>>566892462
bump
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Ok after another crash I set up auto-restarting on Sprockets Islands and Airships
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is oritech MAWPC?
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>>566914967
yes
everything is MAWPC
we are well into the doomer mod collapse wherein every single mod release is just an update of an already existing bloat-ridden mod
this is why every single modpack has had the same 'core mods' for over ten years now
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>>566915597
Create is only 7 years old tho
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>>566914967
I've never tried it but the blocks look fancy I think, might be worth trying if you like the aesthetic.
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>>566915774
i was generalizing you picky little hair-splitting fagola
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>>566918662
It is a bad generalization when it doesn't include the sole example of an undisputed core mod of any and all nuversion packs
https://redlib.catsarch.com/r/feedthebeast/comments/k45m0s/best_create_modpacks/
And create didn't start getting traction as a non-gimmick mod either till 2021-2022
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>>566919078
the point is that the modpack 'scene' if you can even call it that has been stagnating for years because every pack has 3-5 of the same handful of mods in it
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>>566782065
You honestly sound a million times more miserable than anyone who uses waifu mods in their game.
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are any of the nostalgia packs that emulate beta 1.7.3 good? stuff like reminisce
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>>566930028
no
just play actual b1.7.3
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Sell me on Pollution of the Realms or Thin/Thick Air
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I fucked up using the physics staff, got flung gods know where and my WIP airship went satan knows where
is there some command or something to find it? I can't possibly be the first to have lost their airship, but god do search engines suck these days
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>>566935345
yes there is technically an admin /sable debug command that will list the positions of every sub-level contraption in the game but its output is extremely hard to read so GL with that one
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I like No Tree Punching's clay containers but I'm using Overgeareds progression system. Is there another mod with early game containers that aren't just backpacks?
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>>566935914
...hopefully not /sable storage? I already spent a while tracking down anything it lists, running /sable teleport @e to vacuum up any loose blocks and previous experiments, and disassembling it all because the /sable storage list is too long to let me scroll through it otherwise.
Hit a snag eventually when it led me somewhere with no nearby contraptions and @e found nothing, so I was worrying it must be tracking the point a contraption was assembled, rather than it's current location
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>have a wonderful little mod back in 1.12.2 that let you craft in your inventory by holding an ingredient over the other while holding shift
>it's been completely wiped from the face of the earth
Surely one of you arch-demiautists knows what I'm talking about, right? It couldn't possibly have just vanished into thin air
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>>566937425
Welp, just as I realize I'm retarded and the full list must be in the logs, so I don't need to scroll, I simply run into her on my way to the first thing on the list. Crisis averted I guess.

She was at X: ~400, Z: ~2350
Looking through the list I do find a fairly close match at "[System] [CHAT] Position: 357.95... 354.66... 2288.08..."
Now I'm left wondering what the deal was with that ghost contraption earlier.

But first things first, I've gotta put a lodestone or some shit on this thing
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>>566938001
Install Shtreimel, it gives some commands that are useful for managing Sable ships.
Looking cool though.

>>566934431
PotR lags your game out and punishes you for smelting things without filters, it may also add gases underground?
Thin/Thick Air doesn't lag from what I can tell, and it punishes you for going into certain Y levels or dimensions (or near lava) without the right preparations.
Both are tools for modpack-makers to use in order to organically push the player towards playing in a certain way, but Thin/Thick air is much more nuanced in its ability to do so.
>>
>>566938617
>PotR lag
I see I see this is good information tragic i would like it and also the temp mods but apparently the temperature mods are lag central
>>
AnalogAudio's cassettes are cool. I now have "1 hour of silence interrupted by occasional smoke alarm chirps" playing on loop in my house.

>>566939286
Ultimately I think PotR's pollution mechanic is crude and could be done a lot better. How about a purely visual effect of darker clouds and smog, with pollution values stored per chunk, instead of the lagfest that is semi-transparent blocks floating at the top of the world height? You'd have to put a bit more effort into hard-coding the pollution filtration, probably by placing filters directly on furnaces and engines, and the carbon growing plants mechanic wouldn't really work. Well, carbon dioxide emissions from a single factory aren't really significant to the atmosphere anyhow, so you'd probably just stick to sulfurous and nitrous emissions.

I think there's a heatstroke mechanic in Ecliptic Seasons, but I suspect it's a biome+season-based effect. The bad air from nearby lava in Thin/Thick Air might also be laggy, I haven't done any lag profiling on this server.

A lot of realism mods are laggy. Cave-ins, toxic gases, terraria-style water, etc. I guess it just goes to show that a lot of unrealistic elements in games are that way because of technical limitations. I wonder if any of the more efficient voxel game engines made by youtubers (also minetest) are able to run terraria water without lag? I'm not looking for full-on Noita simulation, though that would be neat too.
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>>566938617
>Shtreimel
Will look into that
>Looking cool
Thanks, took some heavy inspiration from picrel, just replacing the air intakes with roll-control balloons. Main feature here is the hinged propeller arms, to line them up on the go with the combined centers of drag and mass depending on speed.
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argh I hate petrochemistry I hate petrochemistry
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>finish little project for event on personal serb last night for saturday
>cool i can work on other modpacks for 2 days
>wake up at 1 am and don't fall asleep
>dead tired
uehhh
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>>566945573
So why didn't you work on your other modpack
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>>566946123
i tried to go back to bed but i'm mentally ill and couldn't hopefully don't have a bunch of bullshit at work and maybe can sneak a nap
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fun modpacks?
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>>566948005
the ones i make
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>>566948005
Material Energy 4 and 5. I liked 5 a little bit more because the post-endgame challenges weren't as retarded, and dungeons layouts weren't reused as much.
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>>566665370
slowly but surely it comes together
inshallah I will finish chewing
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Found a wrecked ship, nice upgrade. Sucks that the honey glue makes it so it assembles the water too.
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>>566959386
Going through this gap was neat. Biggest issue right now is that the top speed is 0.67m/s. I really need more power but andesite and zinc are hard to find with this worldgen. I'm running out of wood and coal so I have to use kelp as fuel.
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>>566964378
are maids still buggy with aero?
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>>566972030
Yeah, mine keeps falling through the floor and I don't think they can interact with sublevels yet. I was curious so I checked the github and seems like this explains the TPS issues I was having. I guess I'll get compact machines or something similar so maids can stay there.
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>be unemployed for several months
>love playing autism simulators like modded minecraft, factorio and satisfactory
>life is great
>get job in tech industry, life completely changes
>a few months pass
>start up my bajillionth playthrough of Regrowth 1.7.10 because I always quit at around the strong infusion stone because I always want to make my base too pretty but I suck at building
>spin up the second monitor with some anime
>all the crop sticks are lined up, I'm all set
>but it doesn't feel the same
>realize I'm exhausting the same neurons that I spend at work developing software and maintaining infrastructure
>realize I'm exhausting the same neurons that I spend with my hobby writing fun side projects
>realize that all of the shit I'm doing in autism simulator games results in fucking 0 product
>I could be spending all of my autism on hobby coding where I actually could have fun shit to show off and feel proud of
>Why am I making my bajillionth tinkers construct smeltery setup
>alt+f4 and fire up my development environment
is my brain broken where I just view games as work
>>
>>566973117
If you can actually have fun doing hobby projects in your free time from work projects, you're not broken you've just got hypergrinder autism. It's basically the german forklift simulator joke but applied to autistic devs that come home from their programming job to do some nice relaxing hobby programming.
Nothing wrong with that provided it doesn't interfere with the rest of your life honestly. Assuming you're good at what you do, it'll only be good for your career and earnings. Only downside is if you sacrifice your social life for it; but if there's nothing to sacrifice then there's no problem.

Personally I come home from my programming job for some nice relaxing hobby gregtech or factorio, too, but I could never manage to actually put in effort into hobby programming and shit. I've even put off setting up a proper home server for years because doing actual sysadmin shit is equally draining while just clicking on pixels or blocks in minecraft is not as bad.
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>>566977714
Okay, I'll take that as me having the willy wonka golden ticket autism then because it's genuinely the same level of effort me to program/homelab sysadmin autism as it is to play e.g. minecraft tech modpacks. Sometimes playing minecraft is even higher-effort. It's like I feel obligated to play vidya in my free time because "well, that's what you're supposed to do in your free time! relax!" but the supposed recreation isn't even particularly relaxing. Not compared to just work, anyway.

I've always been meaning to try out something more adventure-y minecraft though, something fully just brain empty explore dungeons. Maybe that would be fun for a change.
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>>566978358
Yeah if you enjoy it there's no reason not to
If you want to let your brain rest there are also games other than minecraft. I personally typically play some TF2 if I just wanna turn my brain off.

Also Minecraft is really not that high effort for me, at least compared to something like Factorio. I spend way more time running around, crafting random shit, connecting individual pipes, or even mining and stuff than actually thinking deeply about factory layouts (even when playing greg); while in Factorio it's just nonstop building, layout, logistics, ratios, planning, logistics, layout, with almost no downtime.
>>
Are there any good decorative block mods besides chipped and rechiseled for 1.21? Tried both and chipped was too much + it cluttered my recipe viewer, rechiseled sucks in terms of compat with other mods and misses some blocks like calcite.
>>
>aeronautics faggot destroyed vintage story's codebase by begging the main dev to implement "sublevels" in a way that is infeasible
>now everyone is designing their mods around this laggy piece of shit even though it has no actual use in survival
has anyone single-handedly done more damage to the block game ecosystem
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>>566973117
You need to enjoy firing the autism neurons as often as possible, the more they hurt the better, that's what separates a lowly wagecuck from an autismgod
measuring output in money is worthless, the true measure is how much pain can it inflict on the brain
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>>566990889
I love aero even more now. But VS should be focusing on npcs a la terraria, they're retarded.
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I want this but with a ship-
https://www.youtube.com/watch?v=MKHs2RxvMms
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>>566990889
L*x, the faggot optifine dev, everyone involved in the M$ sellout, jeb, All the top ~500 e-ecelebs(not etho tho), greg to name a few
>>
>>566973117
Based, the cumulative drain on human productivity from video games is a global tragedy.

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