Thread #563125184
File: Yae Stinko.png (1.9 MB)
1.9 MB PNG
Genshin Sluts 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/
github.com/fn2006/PollyMC (pirate-friendly fork of PolyMC, Dead)
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=s haring
imgur.com/a/JPif9
imgur.com/a/2fz8MBt
>General FAQ (read this before asking for mod making guides, where to download shit, etc.)
pastebin.com/DkLVCD3k
>Resources (mods, modpacks, and guides)
pastebin.com/c8QNj7Q4
>Alive /mmcg/ servers (Do you have a server up? Add it to the OP! Having trouble joining in? Check out the Resources pastebin!):
PathServ (ToxicJungleSerb, Fabric 1.20.1): 185.206.148.172:25573
Evilcat (Sky of Grind, Forge, 1.20.1): evilcats.qzz.io
Prev: >>562189004
655 RepliesView Thread
>>
>>
File: 1750563396428612.png (114.7 KB)
114.7 KB PNG
Cum join the MEATserb. I have a sharter base ready.
hoborific.com:25576
http://hoborific.com/bouf/ziz_fizziks.zip
>>
File: 1775135287859487.png (2.5 MB)
2.5 MB PNG
bee meteor
>>
>>
>>
File: expansion.png (2.4 MB)
2.4 MB PNG
>>563131028
It doesn't work at all with the Stratospherical Expansion, no TFC stones or ores in sight. But the new Stratospherical Expansion generation is something I haven't seen anything like before; a layer of proper ground with a void and no bedrock below it, as well as a surface and no bedrock above it. Pic related. Exospherical is big relatively smooth floating islands above a void, Thermospherical is smaller floating islands and extremely spread out, Mesospherical is like a bunch of islands at around the same altitude intersecting one another but smoother, like the new Stratospherical but with gaps in the ground to the void, like the old Stratospherical mod. Tropospherical is like Thermospherical but with a sea underneath, and lithospherical is a typical bedrock-caveworld-bedrock sandwich (with amethyst breaking the top bedrock layer lmao). Then there's Asthenospherical, where there's bedrock above and void below, something I've always wanted to try, at least with the right skybox. Also it's generating TFC glue blocks as part of the prismarine stalactites, which is bizarre.
These world types all feel kinda slapdash, and they can't be tweaked at all, but some of them are probably good enough to play with as-is. Just not the skylands over the sea alternative, that would be a slog for skylandpack.
>>
Something ain't right.
The fog is unreasonably thick/close, SimpleClouds is showing up pink and with constantly flickering occasional black spots, seems like the same as this: https://github.com/nonamecrackers2/simple-clouds/issues/242
Guess I'll make a new instance and try to figure it out.
>>
File: file.png (911.3 KB)
911.3 KB PNG
>>563142767
forgot pic
>>
File: 921ad78a793efff6d03b582fa3dc1f06bb237426.jpg (186.7 KB)
186.7 KB JPG
mods for this feel?
>>
>>
>>
>>
>>
>>563145543
I have a half decent idea of what content mods are on which versions, but terrain generation less so. If I understand terrain generation can be influenced with KubeJS and/or datapacks, but I wonder how they interface with an existing terrain generation mod?
>>
>>
>>
File: simple clouds.png (1.8 MB)
1.8 MB PNG
>>563142913
This isn't volumetric cloud at all. Once you're inside the whole thing is transparent. Unless I'm missing a setting.
>>
>>
File: 2026-04-10_13.30.56.png (2 MB)
2 MB PNG
How do I make a good looking lighthouse? I've started with the foundation and it already looks kinda wrong and boring
I've always been lawnbasing precisely for this reason, I just can't build anything that looks like it was worth the time spent
>>
>>563159593
Keep going for it, if you want my input then keep the stone brick base but begin constructing the rest of the tower slightly thinner than the stone base and maybe use white and red concrete blocks, alternating for each floor all the way to the top.
>>
>>563142913
Huh, the pink bullshit is caused by the mod "Oculus For Simple Clouds", which is apparently only compatible with one shader pack (Atmospheric), which looks like this when I load it. Into the trash it goes.
>>
>>
>>563009075
I playtested a bit of the concept and I think my execution was off. Unless I either outright remove the water wheels/sails or make them require even more obtuse materials than I edited them to need, the experience basically just boils down to thugging it out until you can make water wheels and then just playing the game normally afterwards. I can still use the building for an end portal structure, so all's well that ends well in that regard.
Some things I think I wanna do
>Make a more rudimentary starting island. I still want to have a building that you start out in with a bed and some storage, just not one that's too overbearing like the last one.
>Switch out the Create storage system for a Refined Storage system, which requires RF generation to function. Naturally you can still just make a Create storage system, but putting the starting gear in an RF system forces the player to actually think about energy production.
>Make Water Wheels, Sails, and Steam Engines require an End Rod so that the player MUST interface with the power generation system. They're provided with Electric motors, so it's not as though they can't do things with Create-- they will just need to generate electricity to use it.
>Either heavily nerf Powah's power generation for everything except the reactors, or lock the player out of crafting anything higher than Hardened
Of note: I'm not trying to tailor a super challenging experience. I'm just trying to set things up so that there's a particular focus on power generation in a skyblock. It's experimental and shit.
>>
>>
File: tdc-328-swiftfoot-boots.jpg (168.1 KB)
168.1 KB JPG
Do you nerf sprinting and/or base movement speed in your TOYMY to make movement speed gear and infrastructure better, and how do you go about it?
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>563159593
Too wide base, you will need quite a tall tower for this to feel in proportion. Otherwise just keep going up, optionally reducing the radius as you go up. Also there is nothing wrong with a square base lighthouse, those are a little easier to build, just put stone brick or smooth stone on the corners and stone, tuff, andesite on the flat surfaces.
Add in some cracked brick also. When you get to the top post another screenie and we'll help you with the light.
>>
>>563162701
Why nerf basic movement speed to begin with? It's already fairly slow (unless you are playing one of those retarded I-wish-I-was-playing-factorio-right-now packs where you just sit in your base 24/7 and never have to do any kind of exploration)
In general I don't think anything in vanilla needs nerfing because any alternative added by mods will already be vastly superior anyway, no reason to make the discrepancy even larger
>>
>>
>>
>>
File: Screenshot 2025-11-04 030712.png (370 KB)
370 KB PNG
>>563125184
while i think those particular models are too many polygons i do think the yes steve model is how i would do low poly models for players in a modern minecraft game
>>
>>
>>
>>
>>
>>
>>
>>
File: 1765893952239934.png (105.5 KB)
105.5 KB PNG
>100 hours into a pack
>suddenly lose all desire to keep playing it
>yearn for another pack
>eventually give up fighting and switch
>get 100 hours into a pack
>>
>>
>>
File: Screenshot 2026-04-10 105036.png (1.8 MB)
1.8 MB PNG
hmmmmmmmmmm
i need to remove torches from spawning
>>
>>
>>
File: 1200px-SR-place-Solitude_Lighthouse.jpg (93 KB)
93 KB JPG
>>563159593
Are you doing a modern cape cod style lighthouse or a medieval fantasy one?
The medieval ones are easy. You just make a fat cone with the tip shaved off, then you put a big brazier on top, then ignite a bunch of netherrack inside.
>>
>>563187183
Read the OP you stupid lazy nigger, then get PolyMC
>no microslop account required
>no ads
>supports curse and modrinth downloads
>available on all distros via flatpak
It's the only launcher you'll ever need
>>
>>
>>
>>
File: Screenshot 2026-04-10 141339.png (1.6 MB)
1.6 MB PNG
>>562986267
I was watching my favorite ghoul hunter and saw that Powah has a themo generator in it, got the wheels in my head turning since there's multiple tiers of this and (dont see a way to pump water in via Powah itself but) setting up a pump in create is relatively lightweight, oddly the generator counts as a transparent block but it functions exactly as i need to, even is smart enough to know it can't power more than 20 bulbs if you try to trick it by screwing with connections
do want to see what the hell all these other blocks are, it adds an ore which i'm not exactly looking for, i want this to be a "go through scary tunnels and loot bullets" not a factory mod
>>
I don't get why powah got so popular, it's literally just a bunch of magic blocks that print energy without anything that would make them stand out. Why not just use the energy generation means provided by whichever tech mod you're using already? It feels like downloading a separate mod for a macerator when every single tech mod already includes one
>>
>>563207924
i mean at least for my case i need exactly what it's doing on the tin which is printing energy, i like that the tiered structures means i can control how much power the player has access to where in as example create crafts and additions FE is just tied to rotation speed (non issue) or in power grid you have to set up an actual electric generator with appropriate resistors so it doesn't explode
>>
>>
>>563162701
If anything you’d nerf inventory capacity, not speed, though both would end up tedious.
>>563166734
TechGuns
>>563207924
I have never heard of it before I saw it here a few days ago. It’s a Create addon that adds electricity in a fairly simplistic way, which I guess is somewhat in demand. Crafts and Additions and TFMG definitely seem more aesthetically consistent (who wants to go from making individual parts of a steam engine to plopping down a magic electrical box), but also more complex to use. But I haven’t played any of them so I’m just assuming. Not sure if it would be better when used alongside a conventional electricity mod, seems like those standalone electricity mods all add things that Create itself can do.
>>
>>
File: TinkerSmelter.png (441.8 KB)
441.8 KB PNG
So are the new Pathserb files gonna be posted tomorrow? Or are they already up
>>
>>
>>
>>
>>
>>
>>
>"expert pack"
>look inside
>exact same progression in all mods except every single recipe needs 10x resources so you are forced to set up a printer/processing line for every resource
I fucking hate tech mods so much it's unreal
Industrial craft and its consequences were a fucking catastrophe for minecrafter race
>>
>>563163985
Kind of, but not really. You can still sprint basically everywhere/forever as long as you carry some bread with you.
>>563163834
>>563162701
Stamina for Tweakers is the best if you're building a pack on 1.20 or above. Very customizable as the name suggests. I've seen it used to keep players relying on boats for everything other than short dives, I've used it to keep sprinting everywhere from being functional immunity to all mobs. Just add more ways to boost speed and probably also high-stepping to keep it from being a pain.
>>
>>563234471
It's a problem that Factorio overhaul modders have, too. They think that the only way to make the game harder is to make a bigger and more meaningless logistic challenge from the start, which just means you're dragging your ass in the slowest and most miserable part of the game and leaving skidmarks as you progress through what might take a few hours at most, over the course of a couple of days. They do not understand that people do not give a shit about realism as long as you maintain suspension of disbelief. No, I do not want to spend 10 hours in the Burner phase of Factorio. I want you to make burners work into the Nuclear phase. And I don't give a FUCK about the fact that my green circuits are being made on metal. I do not want to automate an entire exta system using rocks just to make a fundamental item for manufacturing.
In case you're wondering, I'm talking about Space Exploration. The retarded faggot that made that mod padded the hell out of the early and midgame, added cool shit for all of 10 minutes, then the rest of it is just chores.
>>
File: 2026-04-10_21.50.20.png (1.5 MB)
1.5 MB PNG
Made the dome for the observatory and finally came up with a name for the base.
I also did this weird ornamentation thing around the base of the building, and I'm not sure I agree with it.
>>
>>
>>
File: 2026-04-10_22.17.16.png (1.6 MB)
1.6 MB PNG
>>563243506
it looks more soulless without the ornamentation, but that's authentic to its design as a purely utilitarian scientific outpost.
>>
>>
>>563218909
My expectation with my pack is that balloons or wanderlite make up a significant amount of the lift of any vehicle, at least for those that can hover. The buoyant blocks make a ship self-righting. Fixed wing planes are pretty easy to make stable enough to be flyable if I understand correctly.
For helicopter stability, I know there are blocks that can measure attitude and altitude in the VS addon mods, you’d want to create an active stability feedback loop with them. Bang-bang control if nothing else, wish there was more air resistance to dampen out oscillations. It would probably be easier to make a quadcopter, assuming there aren’t any swash-plate like prop mechanics.
>>
>>563251583
Hmm, maybe I should add TIS-3D and TIS-VS to the islands and airships pack. I could retexture them to look wooden and rustic, and to have a slightly magical aesthetic. For anyone wanting to dive into assembly language, you could implement more complex stability algorithms. Because I have no idea how I’d make a PD or PID loop out of analogue redstone, though that does sound fun.
>>
i've got stainless steel and hv circuits all ready to go but i just
don't wanna think about ae2
that shit sucks man
and if i build without it now it'll be hellish to fit in later
patterns are just not enjoyable as a way to automate shit
>>
>>563254801
also fuck chrome
'just throw a gigantic pile of redstone into oreproc and don't think more about it than that' fuck you
at least ruby slurry exists but i sure don't have a good source of nitric acid yet
or sulphuric. save me distillation
>>
>>
>>
>>
>>
>>563234471
it's really just avaritia and the rise of the kitchen sink and everyone trying to one-up eachother
there's almost no good modpacks other than something that's actually thematic like blightfall and running red compared to toymy
>>
>>
File: 1692859298872215.png (395.1 KB)
395.1 KB PNG
>>563264117
gtnh slumps around the halfway point and transitions from an ok modpack with interesting mechanics into a modpack whose sole existence is wasting your time for the sake of posting your voidworld lawnbase updates on discord every 50 hours.
>>
>>
>>
File: 1740078273778.png (1.6 MB)
1.6 MB PNG
>>563264480
>is this required for progression
'Fraid so. I'm not sure how much you're caught up with the whole thing, but this is an actual quote from one of the guys that got to the endgame after a thousand hours or so.
There's inherent, systematic problems with how to handle the lategame of the modpack and the devs genuinely follow this thought process if you check their discussion and discord (I can't recommend that).
Basically they entrenched themselves into a clique of being "the hardest modpack" and also a bunch of stupid internet people drama, essentially nerfing things that are fun to play because they violate the sancity of the contract of it being a grueling slog.
>>
nta, but it is true that GT:NH really becomes cookie clicker simulator.
However, that's around ZPM and the stuff before that is still fun. It doesn't mean you shouldn't play it, it means you shouldn't expect to finish it.
>>
>>
File: 1761716131112.png (107.4 KB)
107.4 KB PNG
>There's inherent, systematic problems with how to handle the lategame of the modpack and the devs genuinely follow this thought process if you check their discussion and discord (I can't recommend that).
>Basically they entrenched themselves into a clique of being "the hardest modpack" and also a bunch of stupid internet people drama, essentially nerfing things that are fun to play because they violate the sancity of the contract of it being a grueling slog.
>>
>>
>>
>>
>>
>>563207924
It is a mod that does precisely 1 thing, and that 1 thing is to generate power. That's it. It's really easy to use, and you can throw it into other mods that require power and reap the benefits from it, since Blazing-tier generators typically fulfill all of your energy demands.
For instance; Mekanism? Get a Digital Miner and get Uraninite so that you can power a Powah reactor. Use the Mekanism reactor strictly for getting Polonium and nothing else. Wanna live forever? Charge any battery and equip it into your Curios slot so that your Mekk-Suit never runs out of power.
Oritech? I tell you what, the power generation in that mod is fucking dogshit and any additions to it does it a world of good. Energy Cells, too. You could run it alongside Mekanism to fix that problem, but Powah is fundamentally a more lightweight mod to serve that role.
Create? There's at least two electricity mods that add electric motors, with Crafts & Additions being the one that basically just gives you a pseudo-creative motor.
Iron Furnaces? Iron Jetpacks? Both mods benefit from power generation, and the Jetpacks in particular benefit from the battery.
It's simple. It does one thing, and it does that one thing well. It stays in its lane and people go to it for that reason.
>>
>>563223840
You're adding VS to DeceasedCraft? That's interesting. You don't like the helicopters it already has?
Create 6.0.7 is an API breaking release, should have been called 6.1 really. That means that updating from 6.0.6 to 6.0.7 you should also update any Create addons. However I don't recall DeceasedCraft including any of those so you should be fine. If it crashes on startup check the log. Otherwise there's no issues, no removed blocks or anything.
However I do remember DeceasedCraft changes a load of recipes of all the tech mods, do check if that's all still working after your update. Of course you should do all of this in a copy of your original instance.
>>
>>563218909
In the F3 menu you can show the center of gravity for VS ships which must be below the main rotor. Or perfectly centred between two of the same rotors spinning at the same speed. Use ballast blocks to easily accomplish this. Also your left rotor has two blades and the middle has three, this is making things extra difficult.
I don't remember exactly but there is also something about the rotation direction of the two rotors, should be spinning opposite ways and the blade angles also opposite I think, not sure on that one though.
>>
>>563254737
Never heard of this computer mod TIS. Looks alright but you have to programme in assembly, which isn't for everybody. CC:VS has inbuilt PID controllers and is Lua.
You can include both or put this up for a vote, since it's a strong matter of familiarity and personal preference.
>>
File: QBpUGet5_400x400.jpg (39.1 KB)
39.1 KB JPG
mods for this feel?
>>
>>
>>563206731
The ores you're seeing are probably the Uraninite, which are used for the nuclear reactors. If you don't think that the other people won't touch it then I'd recommend installing some KubeJS plugins so you can chuck those things in the energizing orb and make it fart out emeralds or something, whatever your modpack calls for, or use the FTB quest exchange system to give them resources for them.
As an aside; the nuclear reactors aren't like Mekanism's reactors, in that you don't have to worry about the fucking exploding and irradiating the entire area around ground zero for upwards of 8 hours. If someone actually went through the effort to set one up, it'd be safe to use. They're also simple to use-- pipe water in to cool it, stick uraninite in to power it, and optionally insert redstone blocks or coal/carbon to increase its efficiency. No long-winded crafting chains for generating power (just 10,000 upcycles to get it from a Starter to anything above Hardened). They'll probably be better off just using smaller generators based on what you've said about your modpack.
>>
File: reactor.png (26.3 KB)
26.3 KB PNG
>>563271142
Forgot a pic for the reactor's interface. It's braindead simple, just stick shit where it needs to go and then let it run.
>>
>>
>>
>>563214232
It'll be in the announcement message you see when connecting to the serb, also you can be sure I will spam the link in the next 1000 threads.
Last weekend we had an abortive attempt we had to roll back unfortunately. The link to that pack can be found in the previous thread, however I'm not reposting it here since we might get a slightly further updated version.
>>
File: snip.png (1.3 MB)
1.3 MB PNG
I don’t really get how counteracting the main rotor’s torque works. is tail rotor absolutely essential to prevent spinning uncontrollably in the air? also CoM is so critical for balance, I don’t see how VS encumbrance working nicely with helicopter
>>
>>563277343
Not essential no, if you have your two main rotors spinning in opposite directions then the forces cancel each other and you don't spin. You also need to flip the blade angle on the one going clockwise.
Tail rotor makes steering easier because you can yaw. With main rotors only you can only roll.
Your centre of gravity should be in between the two rotors no? Does this thing not flip over? Use heavy blocks under the oak planks and seat.
>>
Trying to remember an older modpack (maybe 1.18 at the latest).
It started you off on a flat plane of white. I know of Antimatter Chemistry, Encrypted_ and maybe Cuboid Outpost (snow instead of white). Are there others I've forgotten?
It may have started with 'tek' something but the techopolis packs seem to be skyblocks.
>>
>>
File: 1750510546724197.png (1.1 MB)
1.1 MB PNG
Help he's going to force his sins onto my stock keeper then turn it into dino nuggies.
>>
>>
>>
>>
>>563269979
>In the F3 menu you can show the center of gravity for VS ships
Oh neat
>there is also something about the rotation direction of the two rotors
Yeah I get the feeling rotor torque is a thing, my single-prop airship kept slowly listing to one side. That makes quadcopters easier I guess.
>>563270434
It’s also a matter of balance and power levels. Computercraft seems intrinsically more powerful. No computer mod really suits a pack with no electricity, so whether I add one at all is up for debate. Ideally it’s possible to stabilise hovering craft without resorting to computer control, I’ll be testing that soon. Manually turning on and off components is perfectly fine on your small starter ship, large late-game ships will have plenty of room for redstone if that’s required. Ideally there’d be a middleground redstone computer mod where you manually place registers and adders and such to make a multiblock computer, and it could have an instruction bus and program memory, or it could be a special-purpose calculator with just logic between the clock and instructions.
>>563277343
Encumbrance means either sit in a seat under the COM, sit in a seat inline with the COM and use pitch control to set a permanent trim, or make it big and heavy enough that wandering about with a few stacks of stone doesn’t shift the ship too much. I’ll be nerfing Encumbrance so it’s not as influential. I don’t see many people using a helicopter anyhow.
>>563282083
Anything after 1.12.2 is new.
>>
File: Screenshot 2026-04-11 070612.png (456.8 KB)
456.8 KB PNG
>have positioned associate into making him play my modpack via favors and blackmail
>should probably work on the questbook so hes not totally lost (man barely plays minecraft)
>see that cold sweat has updated
>can now junction the smokestack (says it works with create pipes but i couldn't get this working at least the basic version does work)
neat, this is one of the things i didn't like about the mod previously, like you build a boiler and then that's it congrats you get 1 room that's heated
>>
>>563283413
>changed smokestack to 6 cobblestone for 4 stacks and no redstone
thank fucking god like yeah obviously the boiler needs deepslate and if you're that far down you can find redstone but like the temperature mechanics is a matter of fuel logistics and distance to heat sources i don't want to play a crapshoot game of "find the funny red rock" before i can return to the surface
>>
>>563283205
From what I've seen now small ships are much less stable than large ones. Certainly with the encumbrance mod. This is going to give issues with small ships flipping and getting mega flung or ditching into the drink. No amount of redstone or computers is going to solve that, unless you have plenty of balloon blocks to keep the thing stable as you showed previously. It'll be interesting, expect lots of lost ships.
If you have clockwork people are instinctively going to want to make planes, helis and quadcopters, this is natural.
>>
>>
>>
>>
File: output.webm (2 MB)
2 MB WEBM
>>563277918
Thanks for the info. I made a few adjustments to the copter and it’s now much more comfy and stable. Using a gyro feels a bit cheaty but it’s kind of unavoidable unless I want to start strapping balloons to it which I’d rather not
>>
>>563287381
I personally don't like using Powah's nuclear reactors because it kind of detracts from the other power generation options the mod provides. It's nice that the multiblock builds itself at least. You still need to get all 36 pieces to actually build it, but once you place it down it does the rest itself. It's in "they gave a shit" territory in that regard.
>>
>>563290487
Lots of interesting things in your test copy of pathserb lmao.
Are you using a creative motor or a real fuel consuming one? Can't quite see. Also those cheaty SU connectors are very useful on VS ships aren't they. Let's see if islandserb will also have these.
>>
>>563290487
Oh did you know you can make the blades longer by crafting them together? The max amount is normally 3 times I believe, but this is configurable. At 8x length it starts to look quite cool and realistic.
>>
File: Screenshot_20260410_132849.png (1.1 MB)
1.1 MB PNG
are you guys reading the minecraft manga?
>>
>>
>>
File: Screenshot_20260410_141221.png (813.2 KB)
813.2 KB PNG
>>563294116
>>
File: 2026-04-11_23.24.12.jpg (2.1 MB)
2.1 MB JPG
>>563293361
the copter is powered entirely by just one stirling engine from VS Propulsion, with coal fed in from a side hopper. 4000su for only 2 blocks and built-in adjustable speed is real nice. those tube shaft is absolutely more than QoL lmao but yeah without those the ship size will get bloated
>>
>>
File: Schermafdruk van 2026-04-11 16-56-09.png (1.2 MB)
1.2 MB PNG
>>563295356
That's fucking great, that's exactly what I wanted diesel engines to be. Nearly as convenient as a creative motor but requiring the upkeep of fueling it.
In other news, I've been doing some repairing at spawn and I don't know how long it's been like this but looks like there was a big fire at the chav housing block.
>>
>>563270915
Spawn.
https://www.youtube.com/watch?v=N_kGvDJXcf0
>>
File: 2026-04-08_17.11.19.png (3.7 MB)
3.7 MB PNG
>>
>>
>>
>>
>>
>>
>>
>>563243506
>>563245925
I think maybe if you remove the stairs? It looks almost like a brutalistic "ornamentation" feature already, the kind that would get thrown onto a utilitarian scientific building just as a bare minimum token attempt to not make it a completely featureless grey cuboid, to help the scientists not feel like they're working in a prison or something (with questionable success).
The ornament-less grey walls above the bottom arches, the uniform windows everywhere, the completely uniform arches all around the building, the "columns" being made of the same drab grey as the rest of the block and the tops of the arches being a muddy beige all works well to this effect. Maybe if you remove the upside down stairs it'll lean into this even more.
>>
>>563264817
>CA 2024
I vaguely heard they've been reworking the endgame in the last year or two, like adding more bigger machines specifically to let you build one complicated and expensive machine to craft stuff faster for the absurd endgame materials rather than having to spam 50 normal machines and then AFK for 20 hours cookie clicker style.
>>
>>563254801
>and if i build without it now it'll be hellish to fit in later
nah, any process you automate by hand now can remain automated by hand, unless/until you want to rebuild it at scale
you can just connect your AE storage to your input/output buffers whenever you feel like actually hooking it up, it's fine
AE2 is an abomination anyway and completely trivialises all logistics and crafting with just a magic box that teleports items and fluids from anywhere to anywhere. I fully agree with avoiding it for as long as possible
>>
>>563242381
I've never touched factorio mods anon, at least they have the excuse of being made for a game that's actually about setting up conveyor lines and resource printers. Minecraft was never about that
>>563243823
Sevtech had its own problems and I've never finished it but yeah at least in the first half it didn't force you to mass produce tens of thousands of the same items, it was more about progression than automation
>>563263331
Avaritia devs need to be hanged and quartered and not only in minecraft, that's for sure
But I also blame tech mods in general, because they are now all designed with the assumption of everything being mass produced, automated, conveyored and so on
>>
>>563312579
unfortunately minecraft just isn't designed for heavy automation and logistics. create, despite being very well optimized, really fucks your fps and tps when you push it into full factory range. AE2 lets even shitty laptops handle something like gtnh. It really is the most powerful mod, for several reasons.
>>
>>
>>
>>
>>563314635
Yeah which is why I don't think it's realistic to complete a large modpack (like even nomi/moni) without it, but it doesn't mean you have to rush it. GTNH gates it behind EV, and while that's because GTNH is designed to be as "hardcore epic gamer as possible", it does demonstrate that getting to EV just with item pipes is still feasible and honestly it's one of the least worst artificial gates GTNH adds. You absolutely don't need to rush AE2 in MV in nomi if you feel like playing around with manual logistics for a while longer.
>>
>>563314992
>is it like Winter Rescue
Huh never heard of this one, yeah in the same vein as this down to the theming of being on a space planet
To start with differneces by inspiration
>Snow Piercer
>AVP 2004 movie
>Alien in general
>The Thing
>The Road
>Frostpunk
>Ironlung
I've added scorched guns and clanging howl along with Ad Astra, I'm still working on the mid game of the pack right now and want the end game to be blasting off to a place where all the aliens have their homeworld and it ends with a shoot out/boss rush
I also added Thalasaphobia which I need to configure to play nicer with the rest of the pack, essentially this makes the oceans deadlier but apparently some of the critters can survive fine in the air so maybe want to add these as surface threats. Want to design a late midgame around managing freezing waters, big ass monsters in the water, and harvesting rare resources from the deeps
Also currently working on integration with biomancy, i'm just a sicko that likes flesh and i want to see what it does. Might have to remove farm animals in the long run so you have to get your flesh from fish or something
>>
>>563314992
I did look a bit into Winter Rescue and didn't see much on their 1.20.1 release, the 1.16 release seemed to have more of a focus on stone age grind which personally i skipped, think that if a mod is going to go toward the computer age any time you need to reset to 0 on the same file you're stuck fucking around banging rocks together for an hour
>>
>>
>>
File: Screenshot_20260412_003046.png (10.5 KB)
10.5 KB PNG
>a total of 19 steel ingots, 12 treated wood planks and 12 iron ingots for a block that the original devs intended to be ubiquitous and easily spammable
Rapidly losing faith in decursio project
>>
>>563285885
>expect lots of lost ships
I do have two mods to help with that, Kinetic’s totems and SRS’s retrieval stations.
> If you have clockwork people are instinctively going to want to make planes, helis and quadcopters, this is natural
Hmm, my suspicion is that it is always cheaper to make a hot air balloon than a rotorcraft, if just for fuel consumption. For planes you always sit in a seat, I suspect they should be easy to make stable even with encumbrance, assuming you even have someplace to land. I did want to entirely remove the auto-stabilising gyroscope, but I’m having second guesses now. If it’s only used for light-to-medium rotorcraft I guess it’s ok.
It would be nice if there was a weighted pressure plate mechanic where you can see how much a player weighs before they get on a vessel. Jumping on a friend’s ship with an inventory of gold blocks could be funny.
>>563295356
Huh, stirlings are stronger than I thought. Seems a bit too powerful, if I add diesel generators too I guess I’ll ensure there’s a power gradient between the two.
>>
>>
>>
>>
>>
File: 1771969109511709.jpg (79.5 KB)
79.5 KB JPG
>friends want to fuck around in MC
>one of them wants to try out a lesser known mod
>can literally only find that mod in rollslop modpacks
every goddamn time, the same goddamn misery
>>
>>
>>563336020
trying to turn minecraft into dark souls. this shit where they give you a dodge/roll mod then have like 20 boss mods and the entire pack revolves around them and getting retarded oversized korean mmo looking weapons. one of the ones i looked at even has the ability to mine iron locked behind killing a boss.
>>
>>563336509
Ah I see, I've actually never seen nor touched such a pack, sounds quite nightmarish
Then again combat in vanilla minecraft is dogshit to such immense degree that I can't help but endorse any attempt at reworking it, it can't possibly get any worse
>>
>>
File: 1775385583114509.png (2.7 MB)
2.7 MB PNG
>>563337329
Linggango. They have a screenshot of the player getting cockblocked in their curseforge page.
>>
>>
Anons I need help
So I decided to change some of decursio's recipes (starting with that depot one) to make them less insane while still keeping the intended gating. I went and changed a couple of crafttweaker recipes in Create.zs, started the game and somehow I've killed crafttweaker completely? Every single CT recipe is gone and reverted to its original recipe, and I mean every single one, not only create related, even though I haven't touched any file but Create.zs. I've double checked the syntax, I'm 100% sure there are no errors, I even have syntax highlighter for zenscript installed which would have highlighted any syntax errors. What gives? Could this be because I changed some simpler recipes into shapeless? Does CT keep a runtime log or anything like that somewhere?
>>
>>563338103
That happens if you fucked up one of the scripts. If one recipe is invalid, crafttweaker throws out all the scripts.
CT should have a separate log file in the log directory, might mention the error. It may be as simple as missing a , or putting in } where you meant ]
>>
>>
>>
>>
>>563313192
>I've never touched factorio mods anon, at least they have the excuse of being made for a game that's actually about setting up conveyor lines and resource printers
>>563333653
It's fundamentally the same issue, even if the games are built differently
>Here's a bunch of cool content in this mod/modpack
>HOWEVER! I want it to be hard. So I'm mucking up these blueprints to make everything an absolute slog!
>Green circuits? A simple recipe involving iron plates and copper wires that's used for almost every recipe in the game, that you can trivially automate? What if we made it so that they require stone plates instead, which requires you to smelt stone into bricks, process the bricks into plates, and put them on your main production line so you can make this simple item?
>Yellow belts? The easiest item to craft and automate in the entire game? What if we added a tier below them... SHITTY belts! That are slower than yellow belts, but require the same materials as yellow belts, are needed as an intermediate to make yellow belts, and ultimately make every belt you automate significantly more expensive?
>I heard you like Steel. I heard you like making Steel by throwing iron into a furnace. What if we decided that isn't realistic enough and made you also process coal into coal coke so that you can make steel (another item that's extensively used throughout the game's crafting recipes)
Like, their solution to making the game harder is just to make it shittier. I don't want to be smacking my ass against the pavement like some shit out of Ren & Stimpy just to do basic things, I want to see the cool things they're trying to show off. That's the tragedy of it, because they typically add something that's really cool, but not worth putting up with their bullshit.
>>
>>
>>563338252
>>563338475
Thanks anon, fixed it! Believe it or not but the log folder was the very first place I've checked yet somehow I missed itit was "items" where I meant "item"
>>
Opinions on mods that add different reskins of blocks depending on what they're crafted with? Like chests made of different types of wood or furnaces made of different stones.
>unneeded bloat
or
>neat little detail
>>
>>
>>
>>
>>
>>
File: 17191103373355.png (17.7 KB)
17.7 KB PNG
>>563341306
I dislike them greatly. Things like chipped/chisel give me choice paralysis and things like quark chest variants are irritating.
Shit, I have half a mind to make a datapack that removes most cosmetic variants (walls, fences etc) and use only a framed blocks mod. Too much work though.
What really, REALLY pisses me off about modern modded is random blocks not having tools assigned to them. Holy FUCKING shit I rage every god damn fucking time I go to break a block and it takes 20 fucking seconds because hurrduur the fucking modder couldn't do a tags/minecraft/pickaxe/mineable.json fucking shit ass lazy fuckheads.
>>
>>
>>
>>
File: Screenshot 2026-04-11 224153.png (1.4 MB)
1.4 MB PNG
>>563283413
Having a pretty fun time designing the quest lines, think I'm going to config the nutrient paste related food to never expire and see what i can do about getting the flesh as a warm block (the cradle spread thankfully can be managed and by default doesn't go too far but does literally eat a lot of the surrounding natural area)
Kind of wish there was some more useful stuff in the mod, it has a whole secondary potion brewing system for some pretty mid tier potions (don't think I'm including Pehkui, no reason to fuck around with another mod for just growing and shrinking), the armor does appear to hard counter witches which are an actual problem with the HP mechanics setup I have for this pack. Pretty cool the hopper maw solves vertical logistics for items, unironically the most annoying thing to do in create. Neat that there's a shulker equivalent too, considering removing diamond/netherite bags (ii just think they're over powered in genreal)
need to remember to include a melon seed reward somewhere, no biomes have them and while they're okay to find in mineshafts/dungeons if you don't uh, well you don't and then can't do any flesh stuff
>>
File: Screenshot_20260411_142339.png (365.5 KB)
365.5 KB PNG
>tfw anthropic won't release claude mythos so i can slopcode my ultimate horny fantasies into minecraft
why does anthropic hate me personally?
>>
>>563366950
like there's this temptation to say maybe the weird bio lab potion extraction things can be used to make crude oil? I did have an idea of doing something like that when i wanted to have no nether access be allowed but like what does it achieve
>>
>>563361529
I may or may not have run into it initially, blanked from my memory. What I did write down is the following incompatibilities:
>Clockwork Additions
>KubeVS
To get good looking skies, I recommend:
>Simple Clouds
>Embeddium Extras "Blue Sky Band" and "Sky Fog" turned off with Altitude installed, or "Blue Sky Band" and "Sky Fog" turned on without Altitude so long as you adjust the start and end distances for the fog to be a bit further away
I expect both to work well with Distant Horizons, but I haven't tried it yet. IIRC you need to increase the vertical resolution of DH such that floating islands don't show as being connected to the ground. There's a mod called Fog Overrides that can change the colour and other specs of various fogs in the game, but I don't think I need it. I was messing about with it because Embeddium's default fog distance is way too close for whatever reason.
>>563367667
triffid moment
>>
>>563333824
I'm kinda starting to doubt this encumbrance thing, sounds fun for a day and mega annoying afterwards. Especially when the consequence of unbalanced ships is so severe, namely you and your ship getting flung off or ditched into the ocean which is intended to be dangerous.
You'd basically have to put your seat at the centre of gravity on all ships which is boring, I'd prefer a proper cockpit or crow's nest position. Not to mention you'd basically make airship expeditions impossible with multiple players.
>>
>>563380420
Again, lighter-than-air craft are self-righting if the balloons / wanderlite / hot air envelope are above the centre of mass. It’s meant to be a steampunk zeppelin modpack, not an interwar helicopter pack.
As intended, Encumbrance acts to limit the number of blocks a player can hold before walking around gets slow and gliding can’t be done, in order to incentivise infrastructure or airship use. This incentivisation is a step in the right direction, but I think it’s too heavy-handed so I’ll be reducing the efficacy with which this happens, if not disabling it outright. Punishing a player for having 4 stacks of stone in his inventory isn't conducive to fun, especially in a world with a lot of caves and ores below sea level. If you could work around this with wanderlite-based baubles to increase carrying capacity, or even offset your gravity entirely, I’d consider it. I’m fine with punishing a player for having an inventory full of gold blocks though. At its ideal sensitivity, walking to either side of the small starter airship with a mostly full inventory will cause it to tilt by +/-15 degrees.
And for less stable vehicles, you could have your cockpit at the front so long as you put your blocks in a chest under the COM. Items don’t count towards mass.
>>
>>
>>
>>
>>
File: (1).jpg (65.1 KB)
65.1 KB JPG
The 3x3 crafting grid is obsolete by now, remove it from the game already you useless nujank troons. Every single recipe must be shapeless and have no restrictions on the number of inputs (and outputs for that matter)
Wonder if this would even be possible to mod? I'd even be willing to learn java for this (I'm a Cpp guy so wouldn't be much of an issue I reckon) but I don't really know how minecraft's internals are structured, are systems this fundamental even exposed to modding?
>>
>>563384061
It looks like blocks stored in a chest on a ship only weigh about 1/10 of their original weight(configurable) which seems good for incentivizing transporting with ships
Also anon if you're serious about this, you’d need to significantly increase the weight of cart contraption so players can’t just stuff everything into them and carry on as usual. I think shulker is probably fine as they are as it's a late game option.
>>
>>
>>
>>
File: 1763272149408632.png (1.2 MB)
1.2 MB PNG
>>
>>
File: 2026-04-12_11.59.21.png (1.2 MB)
1.2 MB PNG
Finally started to work on exterior of my AE2 building
>>
>>
>>
>>
>>
>>
I'm in! Happy days.
Remember your client mods frens: Jade, Iris + flywheel compat, Auto-Run, maybe OrthoCam or FreeCam if you are so inclined. I'm trying Nemo's inventory sorting.
Above all remember to enable resource pack and to set minimap rotation locked to north!!
>>
>>563384257
apparently searching "technic modpack" doesn't bring up an MC forum or curseforge link so he's a fandom list for Technic 7
https://technicpack.fandom.com/wiki/Mod_list
Major Mods
>Industrial Craft
Mekanism probably, closest in feel and types of addons
>Red Power 2
Can't think of one off the top of my head but surely the rest of the mods listed will have enough random redstone components added otherwise find one that adds custom circuits
>Buildcraft 3
Pretty sure there's a revival version on nuversions, otherwise pipes and quarries are a dime a dozen (create has the schematicannon :^))
>EE2
ProjectE
>ThuamcraftcriesI dunno maybe Occultism for something closer to tech, or ars nouveau closer to vibe? this one doesn't translate tragically maybe we'll get nu thaumcraft this year
Normal Mods
>Railcraft
Okay unironically create trains are more fun, otherwise what do you want from this, linked carts? I guess there's a mod out there that does it
>Computer Craft
CC: Tweaked
>Balkon's WeaponMod
Balkon's WeaponMod: Legacy, or take your pick
>Ender Storage
We have a modern version of this out there on a few different mods
>Nether Ores
Few modern versions out there
>Wireless Redstone Chicken Bone Edition
Surely you can find a wireless redstone mod
>NEI
Agnis JOI
>Power Converters
Kind of a non issue after FE was standardized, otherwise find as needed
>Thermal Expansion
Thermal Expansion
>Mystcraft
Another one probably not 1 to 1, there's a mod out there saying it's a successor but like, 170 DLs I ain't touchin that, reddit says RFTools Dimensions does the same thing mechanically and maybe fuck around with Ars or Immersive portals
>Steve's Carts
CreeperHost Presents Steve's Carts, though once again create does the same shit and my bet is create does it better
Not going to go over the minor mods, those all should have a modern equivalent, kind of surprising there's no formal storage network mod in this, a few aren't 1.21.1 but 1.20.1 is fine
>>
>>563392480
>apparently searching "technic modpack" doesn't bring up an MC forum [...] so he's a fandom list for Technic 7
MCF got completely disembowelled when they changed owners a few years back, all the accounts and posts from members who did not consent to having their data transferred got completely wiped. They may as well have just shut the website down.
>>
>>563391068
>you can't with the mods of today
brother didn't even try looking
oh and i was running out of characters so
>>563392480
>Industrial Craft
Forgot to mention there's probably 3 spiritual successors out there + every tech mod builds on its original ideas, it was literally babbies first factory
>Mo' Creatures
If you want to bloat your pack go ahead Alex's Mobs and uhhh I don't know born in chaos for the monsters I don't usually play with Mob Mods
Want to take a look at some of the former mods though
>millenaire
MC Colonies, though desu they probably removed for same reason colonies is not as common (people don't actually want this / takes up RAM from NPC AI)
>Hangable Maps
How far we've come
>Better Dungeons/CARuins
Once again, kind of a take your pick here turns out structure mods were easy to develop
>Zeppelin mod by Blackmajik
Oh yeah that one takes me back, clearly we all remember it fondly given that there's a guy in thread who's autism project right now is flying machines. Think your only option is Valkyrien Skies which takes a hot minute to setup, definitely not as intuitive as the ancestor mod
>>
File: sus.png (594.2 KB)
594.2 KB PNG
>>563388858
>It looks like blocks stored in a chest on a ship only weigh about 1/10 of their original weight(configurable) which seems good for incentivizing transporting with ships
I thought the default was also 1/10 for blocks on the player's inventory, though I've since changed that so who knows. I think it's sensible for the player inventory and the chest inventory dividers to be the same, I've set both to 1/64 but I could definitely go lower. Even then, having your entire base be a floating island means a double-chest of cobblestone is like having a solid chunk of stone on your ship, so it's still a bit of a pain. I could feasibly set it to be arbitrarily high such that chest mass isn't a factor at all, that might be worth doing.
>cart contraption
Do those not count towards ship weight? Seems like a very difficult loophole to patch, I'd probably just let people cheese it if they really want. If there's some later game storage type that doesn't count as weight (e.g. wanderlite chest) that would be perfectly acceptable and a simpler method than making contraptions.
More importantly, with Encumbrance it should be possible to steer a very small vessel by the player's own weight, i.e. a hoverboard. Pic related is how to power your hoverboard.
>>563390902
Triffids, famous from the science fiction book and subsequent adaptations "Day of the Triffids", are genetically engineered plants that produce a substitute for fossil fuels. They're also deadly killer plants.
>>563392480
Project Red is still being updated for nuversions. Most people ignore it because it fills the same niche as Create, but I still really like it. It has its own item pipe system and such that's sorta similar to BuildCraft.
Also there's a Logistics Pipes port to nuversions, if anyone wants to wade into that shit again.
>>
>>563392985
Mekanism is nowhere close to IC2
circuits were not the only purpose to Redpower
Create trains and Railcraft aren't even comparable
Thermal Expansion didn't exist at the time of technic
I only skimmed your posts and I can tell you didn't play technic
>>
>>563393231
>Day of the Triffids
oh okay it was 5am and i just saw their spreading abilities, the techno flesh from clanging howl kind of matches the color so i was thinking about some kind of funny thing i could do with combining the two mods like occasionally it will spawn aliens or some shit
>>
>>563393382
>Mekanism is nowhere close to IC2
sorry i was trying to think of something modern considering IC2 is a bunch of boxes and wires, maybe try naming something specific from that mod that you want that can't be found anywhere else
>circuits were not the only purpose to Redpower
Project Red
>Create trains and Railcraft aren't even comparable
Name something railcraft does that can't be found in another mod
>Thermal Expansion didn't exist at the time of technic
>Created 2013
What specific version of the modpack are you even talking about everything is so old even the fucking buildcraft web page's first post only goes as far as 2012, sorry i can't remember a full modlist from 15 years ago
>>
>>
>>
>>563393382
nta
>Mekanism is nowhere close to IC2
Mekanism is IC3, just a direct upgrade/replacement that has surpassed the original IC in everything (replaces BC too for that matter). And if you specifically want things done the IC way for nostalgia or whatever, Tech Reborn (afaik that's the name) is basically IC ported to nuversions
>circuits were not the only purpose to Redpower
It was the main one though. The only other thing I've used is those elevator blocks but create does that
>Railcraft
Who cares about railshit lmao nigga you have a jetpack
>>
>>563394054
>The only other thing I've used is those elevator blocks but create does that
since when did redpower have elevators? Are you thinking of openblocks or rftools? Or are you referring to the frame and frame motors? Because those can do more than just go up and down like an elevator.
>>
>>
File: Schermafdruk van 2026-04-12 14-38-27.png (377.6 KB)
377.6 KB PNG
>>563390716
CREATE V6 PATHSERB UPDATE, no rollback this time it's real, come hang out frens!
>>
File: 1747576574893082.png (695.8 KB)
695.8 KB PNG
>tfw starting on final base
>for the third time
>>
>>
>>
>>563392480
https://litter.catbox.moe/wsje719g5dkzx1eu.zip
Decided to make this into a pack cause fuck it i don't feel like working on FTB quests, some specific changes/exclusions
>Computer Craft on curseforge isn't maintained on curse forge and that old version is incompatible with the current Create version, if you care enough about computer craft that you'd even make use of it add it yourself the mod is intended for late game specific use it's not something that's part of a core experience
>yes the pack has create, it interacts with both the magic like mods and adds trains and a type of wireless redstone, the only other addon I included was power grid it's cool fuck you
>no iron chests, those are a bad habit, set up a storage network with tom's occultism, or AE
>added terralith, temperature bands, and Dungeons and Taverns, give you some sense of consistency in world exploration
>no monsters/critters mods, think those are bloatish and had nothing to do with the rest of what the original factory mods did
>>
>>
File: 2026-04-08_19.28.31.jpg (785.5 KB)
785.5 KB JPG
Oh, suddenly im not rangebanned. Catbox is being wierd, it just keeps saying "Uploads paused! Please wait..." but then nothing ever happens.
Anyway, I updated the resource pack even further, adding support for the new barrel wood variants and all cabinets from farmers delight in pixel perfection palette.
https://filebin.net/b1v7scvsnnvyg0wj
>>
Anyone have a download for voxy 1.21.1? I followed instructions for building it from the git archive but it errors out and I can't be bothered troubleshooting, I'd rather just use distant horizons
thought I'd ask here anyway tho
>>
File: 2026-04-12_17.04.05.png (2.2 MB)
2.2 MB PNG
>>
File: 2026-04-08_19.26.29.jpg (803.3 KB)
803.3 KB JPG
>>
>>
>>
>>
File: 2026-04-12_11.34.16.png (263.4 KB)
263.4 KB PNG
I love when my builds sort of resemble plausible irl floorplans on the minimap.
>>
I want a mod that makes the world like 100,000 blocks wide at most and changes the generation to use a looping pattern, so that if you cross the world border you seamlessly go to the opposite side of the world and the biomes seamlessly loop around.
>>
>log into single player world
>all my Create machines are clogged because items that were partway washed/smelted reset their progress when i last logged off
so this is the power of the most popular "must-have in every pack" tech mod out there huh?
>>
>>563390716
>>563396932
Had a look around on the server. Jesus you guys have some mad building skills
Love the tcon smeltery
>>
File: 1747590760380412.jpg (54.5 KB)
54.5 KB JPG
563422327
>>
File: 2026-04-08_19.30.11.jpg (220.8 KB)
220.8 KB JPG
>>563412738
Oh Im sorry I can see how this is misleading, these aren't screens from the serb, was testing out voxy in moonti's handpainting world to see how far the horizon can go
>>
How similar java is to modern C++? Can an experienced Cigger transition into a minecraft modder? I took a preliminary look at the toolchain and that entire gradle thing already looks extremely confusing and overcomplicated
>>
>>
>>
>>
File: 1732561849027389.jpg (105.3 KB)
105.3 KB JPG
>installed 56 IV multiblock electrolyzers in UV
>>
>>
>>
>>563394054
>Who cares about railshit lmao nigga you have a jetpack
Railcraft is about transporting resources, tunnel-bores, the rock crusher coke oven and blast furnace, and medium-scale logistics. Personal transport through the highest-speed rails is nice too, but hardly all the mod is about. Instead of using pipes or conveyors, you could build an entire factory using carts, though you probably shouldn’t. For automated transfer of resources long distance it specifically adds chunk-loading carts.
Because of the coke oven and blast furnace, I see it as a precursor to Immersive Engineering.
>>563404678
Same. It definitely overlaps with Create in that regard.
>>
>>563433935
>Railcraft is about transporting resources, tunnel-bores, the rock crusher coke oven and blast furnace, and medium-scale logistics. Personal transport through the highest-speed rails is nice too, but hardly all the mod is about. Instead of using pipes or conveyors, you could build an entire factory using carts, though you probably shouldn’t. For automated transfer of resources long distance it specifically adds chunk-loading carts.
you can literally do that with create
>>
>>563436158
>calls rails useless because of jetpacks (Create doesn't have this without addons)
>points out that rails are mainly for logistics and not personal transport
>"uhm create does this...?"
People should need to pass an IQ test before posting on this website.
>>
>>563436158
Broadly yes, but Railcraft is more about developing the infrastructure. You use simple carts on complicated networks of a whole bunch of different types of rails, Create does the other way around. There’s definitely an aesthetic difference. Anyhow, for the technic-style pack the other anon was talking about there’s a nuversion port of Railcraft. Create is a good mod, but it doesn’t fit into every modpack.
>>
>>
>successfully grind all food types to almost 100%
>that fucking turbonigger that spawns in basalt deltas and throws tiny versions of itself knocks me down into lava from a kilometer away
>all foods at 0 again
I hate alexs mobs so much it's unreal it makes nether fucking unplayable with all that stupid bullshit everywhere
>>
>>
>>
>>
File: file.png (14.1 KB)
14.1 KB PNG
>>563440549
a good few, launched the game to check just for you anon
>>
>>
>>
>>
>>563443224
uhm no it was easter and then i was busy with course work actually. but also i confirmed with my bestie that we're gonna play gtnh agian over the summer once im done with these courses so i kinda lost my spark for TFG knowing that im basically just gonna redo it all in a month or two but in a modpack i enjoy more, im just hoping 2.9 is out by then
>>
File: IMG_1190.jpg (83.3 KB)
83.3 KB JPG
take it somewhere else
>>
File: 1764026300189561.png (158.5 KB)
158.5 KB PNG
easter?
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
File: 2025-11-27_14.18.07.png (1.4 MB)
1.4 MB PNG
Electro Energetics for me.
>>
>>
>>
File: 2026-04-12_19.04.47.png (2.3 MB)
2.3 MB PNG
Made decent progress on the launch site today. I burned through like 3,000 factory blocks so far making all the little greebles and doodads in this image, and I'm just getting started, so I might want to consider automating factory blocks.
>>563450453
I'm fine with softcore, thanks.
>>
>>
File: 2026-04-12_19.36.36.png (2.5 MB)
2.5 MB PNG
>>563451702
Ok I think that's enough greebling for tonight.
My future task is going to be to figure out how to make a decent-looking large-ish radar dish on the flight control tower. I usually just do a bunch of iron bars stacked on top of each other, but I'd like to try something different this time.
>>
>>
File: F36KmsCWUAAsoRz.jpg (163.7 KB)
163.7 KB JPG
>>563143256
>>563270915
>>
>>
>>
File: bunfungus.jpg (63.5 KB)
63.5 KB JPG
>>563460290
Alex's Caves was announced and released at the height of twitterjak's popularity, so the community that formed around it made twitterjaks about the mod.
>>
File: FPtaeCgUYAIJMs8.jpg (89.5 KB)
89.5 KB JPG
>>563461951
alex himself is a big jak fan boy.
>>
>>
>>563464816
For what it's worth, Fabric is far more usable for modders than Forge or Neoforge. Forge is the industry standard, Fabric is some niche method that works way better but will never see widespread adoption, Neoforge is the industry standard in a different building.
>>
i hate loot table creation so much
>oops this mod wasn't configured right to appear in this structure mod you're using, looks like it's just cabbage seeds in this end game area
>you want to make your own? okay, hope you're ready to spawn in a fuck ton of chests and just vibe out how balanced they feel because even with the noise generator site (if you can substitute dirt for whatever modded item you plan to use) good loot tables should spread around loot into smaller piles so it feels natural :)
>>
>>563467085
what would you suggest?
I've been thinking about this for a while but I simply can't think of anything that can actually solve that without being extremely abusable or requiring modders to be competent and declaring the actual powerlessness of their items
>>
>>
>>
>>563467641
Nta but the way I would have implemented them is
>you define the Score of that particular chest/mob drop table
>you list items and blocks that may appear in that table
>you assign individual Score to each one of those items
>done! The game now randomly draws items from the list until the Score quota is fulfilled, resulting in a good mix of weak-but-numerous and strong-but-rare loot across multiple chests/drops, and the overall amount of loot that the player receives on average is much more predictable
>>
File: 1750069710758477.mp4 (1013.1 KB)
1013.1 KB MP4
>>
>>
>>
>>
>>
>>
File: Screenshot 2026-04-13 at 11.55.43.png (1.2 MB)
1.2 MB PNG
Added a lil guestbook to the pathserb info center. Come sign it you nerds
>>
>>
>https://www.curseforge.com/minecraft/mc-mods/better-than-wolves-moder n-port
>This is not a rewrite. The port runs the original FC game code verbatim on top of a compatibility bridge that translates modern Minecraft's APIs back into the APIs FC was written against.
Fucking why? Surely it'd be easier to port Better With Mods to newer versions than do whatever the fuck this is?
>>
>>563242381
>>563338714
Factorio is a logistics game, the normal way to make it harder is to add more logistics. What else is there to do? Add more enemies? You can just play vanilla deathworld (but there are mods that add 50 different kinds of enemies if you're into that, it's about as mediocre as you'd expect).
For the really over-the-top mods like pyanodon's, taking 20 hours to get to green circuits sounds like a lot, but when the modpack is designed to take 1000+ hours to complete it's really just a matter of perspective. If you're playing pY you're expecting to spend literally months of your life on this, a longer early game is not a problem for people who like that kind of autism. (Also the ash logistics are neat at the very start.)
There are plenty of mods that don't make the early game gruelling, for example Space Exploration which focuses on adding end-game content--
>In case you're wondering, I'm talking about Space Exploration. The retarded faggot that made that mod padded the hell out of the early and midgame
Nigger what the fuck are you talking about. The burner phase lasts 1 hour at most, yeah it's not very necessary but it's not some gigatic sin. Stone plates for green circuits is absolutely trivial and like >>563313192 said, Factorio is a game about conveyor belts and resource printers, if you can't set up a stone printer and conveyor belt it to some furnaces and then to your green circuit build and you consider this to be "padded the hell out" then you have actual brain damage, and should stick to vanilla with biters disable and resource richness at max.
>>
File: Chimps.jpg (32.8 KB)
32.8 KB JPG
>Still zero mods that add in biologically accurate chimpanzee
>>
>>
>>
File: file.png (2.8 MB)
2.8 MB PNG
>>563450453
That's not from the normal tornado mod, is that a nuversion clone?
>>
>>563498318
It would neither be easier nor necessarily more performant (though it *probably* would be, depends entirely on the INT stat of whoever is coding it). I've never looked at BTW's source but if it's some undocumented entangled fucking mess that hasn't been touched in 15 years then yeah I'd rather just pipe it into a compatibility interface too
>>
>>
What mods change the enchanting system? Not enchantments but the underlying system itself. I hate it and I want it gone. I'm aware of the tetris enchanting in quark but I'm not exactly a huge fan of it either (still miles ahead of vanilla of course), but are there any other options? Ideally
>no RNG
>no use of vanilla XP
>>
>>
>>563506746
Anon please stop playing the shitty genie game with me
Yes you are technically correct but you know very well that's not what I was asking for. I need something that can be used on non-tinker stuff from mods
>>
>>563506668
Not sure specifically what you mean by underlying system.
enderio has the enchanter that lets you just make books directly without RNG, though compat is limited so you'd have to make your own recipes if you want it for something other than vanilla or common modded enchants.
In theory you could do the same thing with datapacked recipes without needing the enderio mod itself.
>>
>>
automate automate automate automate automate
automatically automate the automation of automated automations
automate conveyors automate reactors automate furnaces automate mining automate herding automate building
automate pipes then automate ducts then automate wires then automate channels then automate mass production of 99999999 items/t so you can automate more of your automation
i need automate i want automate i must automate i vill automate everything and i vill be happy
>>
>>563507835
>>563507897
Like that anon mentioned I want something like tinker's upgrades, but for non-tinker items. I don't want to deal with fucking korean mmo rng mechanics, I don't want to grind zombies for XP, I don't want to dance around the enchanting seed and so on.
I want the game to simply tell me "give me five of this and three of this and in return I give you silk touch" so I can just go and get that done without any guesswork
>>
>>563506668
https://legacy.curseforge.com/minecraft/mc-mods/enchanting-infuser
Requires XP.
>>
>>
>>
>>
>>
What if there was greg with pokemon?
>masterballs are only accessible after stargate and needs trillions of power per craft and is a chance based craft and only becomes guaranteed at max power
>certain pokemon can only be found in certain areas only possible to get into with gear made at zpm
>you need to craft coordinate crystals and better stargates to get to legendary pokemon's dimensions
>fossils are only available at luv
>changing IV values is only available at uv and requires billions of power
>>
>>
>>
File: 2026-04-12_12.52.40.png (531.7 KB)
531.7 KB PNG
>>563508541
artifice used to do this on older versions. Heat and climate on 1.12 has a somewhat in-depth "chemistry" system that lets you mix various minerals, liquids, and gasses together to make weapon and armor "coatings" which are just non-magic-themed enchantment tomes.
I assume there's gotta be something for nuversions.
>>
File: 1761023299388015.jpg (25.5 KB)
25.5 KB JPG
>>563508198
I HATE MINECRAFT I HATE VIDEOGAMES THE BEST VIDEOGAMES ARE THE ONES THAT PLAY ITSELF
>>
>>563514545
If you have an adventure pack that you can completely bypass by going autismhog on GT then yeah.
Normies can play by like capturing pokemon and selling them or whatever they do in the nromal games to buy more balls but autismochad breaks the economy by spending 10,000 hours compressing stars into 2147483647 pokeballs.
>>
>>
>>563506668
https://www.curseforge.com/minecraft/mc-mods/immersive-enchanting
i've been meaning to actually play with this but this one looks like it has better gameplay (keep doing other stuff in the modpack before I care about setting up enchanting)
>>
>the automation enjoy
"hmm, lets see, i'll need 200 plutonium and 35 neutronite satchels if i want to advance to the next stage of the game, let me plan out a build that will make efficient use of my fuel"
>the automation brainlet
"I install lucky blocks because I can't have fun otherwise"
>>
>>
>>
>>563518657
if i was more content brained i could do single player cobblemon
cozy building and shit
make little terrariums for the pokemon to pasture in
maybe we'll get a better radical trainers mod that lets players do more single player battles
>>
File: Conba_dark.png (69.8 KB)
69.8 KB PNG
>>563500508
>>
File: 2025-01-24_21.17.34.jpg (969.8 KB)
969.8 KB JPG
I'm thinking about moving the spawnpoint for new players on pathserb. Doesn't really change much for existing players, but I'm thinking it might encourage another organic hub of building etc.
Is this something people would be excited about? And if so, what sort of biome or area would be best?
>>
>>563519867
im sorry anon part of the reason i didn't stick around was the world gen in general like just giving feedback it's a pain in the ass to setup things like a house when i'm waiting for each individual tree to grow
>>
>>
>>563520027
No problem anon, I know the worldgen is a bit expansive for some people, lot of hills and varying height terrain, can be difficult to traverse. Its certainly not to everyone's tastes.
That said perhaps I don't understand what that has to do with a tree growing? Tree growth on pathserb is 100% vanilla, it doesn't take any longer than usual.
>>
>>563520278
In that if I have to start from stone tools and play vanilla minecraft, I would like a vanilla minecraft forest where I can chop down enough trees to get a roof on my head without needing to wait and grow my own trees
>>
>>563520274
>i want a girl that plays minecraft or likes scifi as opposed to the majority of girls i've dated who either don't care for video games or if they do it's just phone gaming and very girly anime interests
>>
File: 2026-04-13_18.35.31.jpg (1.3 MB)
1.3 MB JPG
>>563520962
Ah I see, and of course I respect your pov, but factually forest biomes are untouched by tectonic worldgen. The only biomes on pathserb that have boosted y variance are biomes that are categorized as hilly.
Pic related is a normal forest biome from the serb, its literally vanilla. If you didn't like the mountains why didn't you just settle in a flat biome? Even the spawn is a massive flat plain.
>>
File: file.png (419.6 KB)
419.6 KB PNG
>>563518371
consider for a moment if you will: the second person has exponentially more fun than the first, despite the first claiming his fun is higher quality.
He lives a better life, and doesn't waste his time making passive aggressive posts about how he's having fun better than others, because he's simply having fun.
Funny, how that works.
>>
File: 2026-04-13_18.42.03.jpg (1.4 MB)
1.4 MB JPG
and heres max render distance (32 chunks) of a birch biome to prove I'm not cherry-picking areas. If you wanna take issue with birch being just piss as far as the eye can see then I am on board haha
>>
>>563521623
well i guess that is my opinion there of a better place to drop new players in, i would the open planes next to sparse hills a bit too discouraging as a blank canvas, a forest however is ripe for terraforming
>>
>>563520962
respectfully, you're a bit retarded. there are free iron tools and gear at spawn, iron at literally everyone's base near spawn, and a 2 minute train ride would get you to villagers where you can trade for diamond tools. I had full diamond gear in like 10 minutes when I first joined. also the vast majority of biomes within 4000 blocks of spawn are straight up forest, idk what you're talking about with the trees nonsense.
>>
>>563522203
Yeah I guess in less harsh words I agree with >>563522356, the serb philosophy is to encourage a bit of exploration, other than a few large mountain ranges, even on foot you can find copious flat forested areas within a 5 minute walk from spawn, thats not even mentioning the extensive train lines. But I guess berating your viewpoint is not going to draw you back haha so lets just say live and let live.
>>
>>563519867
I have seen that our spawn is a little intimidating for new players who join. Did some advertising last week on /v/ which brought a couple people on to check it out, but I can understand it's a bit overwhelming. I also noticed people don't like getting handouts or starter gear from other players. Maybe there could be a way of giving newbies a few things that make life easier, without them feeling guilty about it?
For the new area I was going to suggest some open plain areas which there's some really nice ones on the west continent. But maybe a forest next to coast is not that bad of an idea. After all, many of the legendary towns we have on the serb are located in the middle of forests.
The problem will always be access to Nether fortress which is a hard requirement for Create progression. I don't know that we ever found another one of those. Maybe locate one and set the spawn in the overworld there? Or at least close by?
Moving spawn might also save a bit of tps with the machines under the town not being loaded anymore. Although the update has made the world a lot less laggy which is much appreciated.
>>
>>563523837
I could make spawn outside of the world and then have 2 teleports, one to a random spot and one to the regular spawn.
I actually checked when we updated because i wanted to set it so there are actually no spawn chunks, nothing loaded if no one is on, but its actually always been configured for 0 spawn chunks.
>>
>>563510941
I have very little experience with tetra but I don't think it allows you to modify and upgrade tools from other mods? Like sure you can convert a vanilla pickaxe into a tetra pickaxe but not modded ones
>>563515581
>there's gotta be something for nuversions
I sure hope so anon
>>
File: 2025-03-27_13.51.19.png (3.9 MB)
3.9 MB PNG
>>563520962
Not those guys, but there is forest everywhere on the serb, flat and expansive areas too. Especially with the tree-chopping mod or whatever, it's super easy to get tons of wood.
>>
>>563524783
This would be a good choice IMO. If a new player wants a wildy spawn, he's got it. But otherwise you still will have the normal town spawn. Although, it is a neat experience in itself to venture out of town via the various trains too.
>>
>>
>>563521093
>phone gaming and very girly anime interests
Already impressive, no girl that I dated has ever evolved past the most basic instagram and tiktok drivel, they were like those clueless zoomers in those videos where they can't name the planet they're on
>>
>>
Why am I the only person using Dynamic Trees? You can watch your trees grow, you can bonsai them however you see fit, in dense forests you can clearly see smaller trees deprived of light by bigger ones, they fall down beautifully when chopped, I hate the word "immersive" but yes this is as IMMERSIVE as it can possibly get
>muh TPS
Not even nearly as bad as you'd assume, a moderately complex Create contraption eats as many ticks as being in the middle of a forest, let alone more heavy processing setups
>>
>>
>>563531134
In the few packs I've used it, I didn't like how slow they were to grow and how slowly they fell over when you chopped them. Like it took a full 10 seconds before you could collect the drops of a tree. It would get to the point that I'd place a block opposite of where I chopped so the trunk would hit it and end the animation faster.
I kind of see the immersive argument, but it just feels too inconvenient for me.
Compare to something like the tree falls in Eco, which sperg out sometimes but at least they are not a rigid animation.
>>
>>563524783
I like it but the nether fort problem remains important. Wouldn't want to waste hours of people's time bumbling about in the nether, we had enough of that in the first week of the serb. Blaze is absolutely essential for Create progression. Maybe you could make them spawn naturally in the normal netherrack biome? With a low percent chance, similar to how magma cubes will rarely spawn in basalt.
>>
>>
>>
>>
>>563538612
Senseless comment. You are exactly the type of guy that would fucking waste hours of his life and then complain afterwards. The nether forts are thousands upon thousands of blocks apart due to 1:1 nether mod bro, this is our problem. "Just" move the singular discovered blaze spawner on the entire serb, what are you talking about.
>>
>>563530402
she had no job prospects, was very immature despite being 30, didn't take care of herself physically, had essentially no home skills, amongst other things that just made her unfun to be around, it really sucks i had a crush on her for so long it turns out that cute aloof personality was just masking schizoid tendencies
>>
What's the point of the pathserb? I mean like are you trying to simulate a victorian society there, or are you trying to beat some grindy pack together, or are you building a fully featured city or anything like that? Or is it just free for all with no theme
>>
>>
>>563531698
>>563538212
While I agree that the animation is quite long, I've never considered that an issue because while one tree is falling, I'm already in the process of cutting down the next one
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>563506668
I think the best you can hope for is either a tool mod that sidesteps enchanting for its own modifier system, and then maybe disabling vanilla tools (and modded enchantable tools), or you find a mod that replaces the RNG with tech and adds easier ways of obtaining XP, like digital enchanting machines and diamond spikes.
If you don’t mind keeping the magic aesthetic, I think Create Enchantment Industry and maybe Bibliocraft allow you to copy enchanted books, so you just need to get through a small patch of RNG to get them in the first place. There’s also villagers for getting those.
>>563542335
What’s the advantages of 1.21.1 or of NeoForge?
>>
>>
File: 2026-04-13_16.59.21.png (2.7 MB)
2.7 MB PNG
Put up the ugly prison wall and continued to add to the launch area.
Probably gonna want to modify the guard towers, because they're looking pretty bad right now.
>>
>>
>>563499865
>What else is there to do?
Gee I dunno shitforbrains... what do you think that a mod that adds content is supposed to do? I know! Make the early game a massive fucking slog! Making up your own cool logistic challenges, adding new toys to play with, maybe taking advantage of Space Age's planet system if you're making your own dedicated planet... nuh uh, let's make it so that automating Inserters sucks fucking cock.
>if you can't set up a stone printer and conveyor belt it to some furnaces and then to your green circuit build and you consider this to be "padded the hell out" then you have actual brain damage, and should stick to vanilla with biters disable and resource richness at max.
Yeah, nevermind the fact that SE devours Stone more than any other resource, and the only benefit is going to copypasted versions of Nauvis that don't actually add anything. Go fuck yourself, Earendel. Lousy fucking furry FAGGOT.
>>
>>
File: 2026-04-13_17.21.56.png (2.3 MB)
2.3 MB PNG
>>563545269
Thanks. Overall, I think it's coming along ok, but I think it's starting to become evident in certain parts that I'm rushing to just get it over with.
I just really want to go to space. Apparently I can mine asteroids with one of my galacticraft addons which I'm eager to start doing because I'm running out of various metals.
>>
>>563460290
The original image is just about something like "there is no evidence good architecture is more beautiful than commieblocks" or something (phrased in a more politically correct way obviously), and the jak makes fun of the article and in general people who just go "source?? do you have peer reviewed citations for your claim????" to everything, even self-evident or subjective ones
>>
>>
>>
File: 2026-04-13_23.27.20.png (3.1 MB)
3.1 MB PNG
>>563546520
forgot pic
>>563546626
would it be worth creating a packwiz project and throw it on github? anons can contribute then
>>
>>563545805
>SE devours Stone more than any other resource,
By the midgame tons of processes produce stone as a byproduct, it's practically a meme for SE. Early game just set up more patches.
>the only benefit is going to copypasted versions of Nauvis that don't actually add anything
I was never particularly interested in SE for this reason specifically, but if you can't handle slightly changed early game recipes and consider that "a massive slog" then it's entirely a fucking (You) problem.
The entire conversation started about difficulty padding in minecraft and the poster child for that is GTNH endgame. Almost nobody cares about the early game anymore, just like the early game in SE is a complete non-issue, and even the early game of pY is at worst a filter and a non-issue relative to the entire pY tech tree like I said.
The only really bad early game in Factorio is the one in Seablock, which notoriously has people installing a fast-forward mod. But it's bad precisely because it blocks automation (because of the limited land area) in an automation game.
>>
>>
>>563542897
>What’s the advantages of 1.21.1 or of NeoForge?
neoforge just runs like butter, really really good performance even with heavy modlists
mods that have been a bit dead for a while are starting to get updated for 1.21.1 as well (first things that come to mind for me are dimensional doors and (unofficial) alex's mobs port)
>>
>>
>>
>>
>>
>>
File: 1771600686177702.jpg (267.9 KB)
267.9 KB JPG
>>563549125
there is a negligible difference between vulkan and opengl unless you want hardware raytracing. non graphics people insist it will make the game run twice as fast for some reason. the big thing with vulkan is the cpu side bottleneck being removed but minecraft is actually gpu bottlenecked with sodium.
>>
>>
>>
>>
>>
File: 1771698096810383.png (611.5 KB)
611.5 KB PNG
>>563552971
multithread this chunk
>>
>>
>>
>>
>>
>>
>>
File: 2026-04-14_01.04.15.png (3.8 MB)
3.8 MB PNG
pretty
>>
>>
>>
>>
>>
>>
File: 2026-04-14_01.20.38.png (507.2 KB)
507.2 KB PNG
>>563556542
I explored further out on my macbook, before switching to my gaming pc so I could get distant horizons to work with better graphics. Currently waiting on the train at Dosh's station to bring me back to spawn.
>>
>>
>>
>>563556710
NTA but you have to set up a saw and mechanical press if you want access to all the basic building blocks + get burners running if you want anything brass
like I very much enjoy create but getting brass is pretty shitty
>>
>>563556943
Ah I see. But doesn't every pack in existence add a brass recipe in IE's alloy kiln? Or you can even just add it directly to the normal crafting if you don't care about realism, It's literally a single crafttweaker declaration
>>
>>
>>563556882
some time ago I started writing a post about it and I soon found myself running out of characters
>>551062096
>have a good thing going in 1.12, many mods and a good ecosystem
>1.13, releases, seems like it isn't getting a forge version for a long time, not because noble resistance to version chasers but because lex (the gigafaggot supreme, sitting at the top of the dick throne of forge) is a lazy fuck
>every time the fagman is asked about 1.13 it he has a melty, every time he mentions the flaws on 1.12's version he has a melty, every time someone critiscizes him he has a melty
>some guys decide to make a new modloader no one asked for(yet), expectedly it dies out
>the dickhead on top gets even more annoying and insufferable, surprising many who didn't believe it was possible
>1.14, new version, forge still lagging behind, new modloader by people with their feefees hurt, this one seems to gain a lot more traction, it's name is faggric
>it finally reaches the tipping point of relevance when the best performace mod so far is faggric exclusive (much to the distaste of another lil bitch and his toy optifine, but thats another story)
>assblasted by the underdog having a modicum of success, the cockslurper rex gets a melty every time faggric gets even it's existance aknowledged, starts a janitorial spree on the forums ten times larger than anything seen before
>this only makes more people leave forge, still a tiny fraction all things considered, but friction is strong, fagric is a much smaller project so it gets ported a lot faster
>the phalus gourmand wants to compete, and delivers a subpar product, faggric has flaws and a much smaller ecoaystem but technically it's improving a lot faster than forge, and it's heavyweight sodium is noticed by vanilla, taking with them a big portion of people who only used forge for optifine and client side mods
>>
>>563545805
>Yeah, nevermind the fact that SE devours Stone more than any other resource
huh?
... huh?
SE shits out stone from every single thing and doesn't give you any way to sink it at all
the only time you run into stone shortages is if you're playing k2se like a dolt
the mod is dumb as shit for plenty of reasons but 'can't get enough stone' is nonsense
>>
>>563557434
>curseforge sells out to an israeli company(אוברוולף בע"מ) and modrinth is born around here, partitioning the ecosystem even more
>mojang's turn to fuck shit up, they announce a really big update, but they want goy to consume product so instead of taking their time to deliver a high quality update they just release the incomplete pieces one by one (1.17,18,19,20 were originally a single update)
>everyone, the whole of forge, is tired of obeying lex, and his insistence on porting to an incomplete product just because faggric did it too
>THE WHOLE dev team sans lex start a secret project, theyre going to fork forge, they have a secret discord to coordinate it
>no one knows why or how, the clown appears out of nowhere and starts reading the whole thing, the cat is out of the box, it's now or never
now the fun part begins
>since the whole team was on it, they had control of most forge stuff, most notably the discord (forgecord) owned by cpw, so he just changes it to the neoforge discord
>they make 1.20.1 (the last create supported) cross compatible with forge, to snipe the whole ecosystem
>they get along with the faggric team, ensuring they're not neutral
>forge is lex's company, and has been so for over a decade, after little more than a week it's now in shambles
You can probably guess what was lex's reaction, suffice to say it managed to push away most of the modders still naively supporting him
In the end, version chasing is to blame, but lex has been a parasite for way too long, he had to be dealt with eventually
The reason everyone left for fagric in the first palce was because the turbofaggot of lex, there is now a non-zero chance of them merging again with neoforge, they've already made some changes to favor that outcome but it's still a long way till we get there, only time can tell
I haven't read it since so I'm probably missing some stuff, but I don't really care
>>
File: GrafZahl.png (3.8 KB)
3.8 KB PNG
>>563557206
>stonewall development of new features/support in forge and was mostly egotistical
Many such cases
>>
File: 2026-04-13_19.34.50.png (2 MB)
2 MB PNG
I think putting a bunch of random shit on the roof like aircon units and vents and etc. really helped sell this as a soulless government office building.
If only I could get the lighting to be not shit.
>>
>>
>>
>>563557898
way down south, brought to you by Big Southern Railways, the brass train is inspired by this song https://www.youtube.com/watch?v=WRcCBI5rFfM because I saw a blue tower inspired by a song too somewhere
some day I'll hop back on the serb and finish it but sadly no time yet
>>
>>563557434
>>563557550
Thanks anon, that was an entertaining read. I'm not sure I want Fabric and Neoforge to merge though, some friendly competition never hurt anyone
By the way if you're so proficient in mmc drama lore, can I get a qrd on Quilt? I know it's a bunch of troons that split off Fabric because it wasn't pozzed enough for their taste, and since its reason for existence was purely artificial I expected it to die within a few months, except it's somehow still a thing?
>>
>>563557951
>If you're playing IE and have Create you should learn to appreciate create a bit
???
Are you implying I shouldn't use IE with Create? Why? I love IE's wires, items and general aesthetic, IE and Create are the only two tech mods that I always drop into any pack I'm making because they are unobtrusive and I know I'll always find some use for them no matter what
>if you're just adding things for decoration
That anon wasn't me. My point was that if you want to use create's brass for decoration but can't be bothered to obtain it the proper way than just use crafttweaker or IE
>>
>>563558370
as far as I remember quilt was is superset of fabric not a replacement, so it's got a "lot" of content by default, and it's fabric's fabric which means the bad and the good are amplified, I've never actually tried it for anything of note but it is(should be, again never tested it) even more performant than fabric with few practical downsides, I'm actually surprised it isn't as popular unless there's some obvious technical flaw I'm unaware of
>>
>>563558913
>superset
well, it has default cross-compat, if that means what I think it does (best effort no guarantees) then it's like playing with sinytra connector except you don't get a bigger not smaller ecosystem, I hope I'm wrong tho
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
I'd like to open a discussion on nuversion magic mods (specifically 1.21.1 cause that's what i'm researching atm)
Here are mods I'm aware of /want to know more of
>Ars Noveau
One of the big modern ones, very stylized towards high magic aesthetics but covers a broad range of spells with high customizability, an addon for nearly every mod, biggest downsides is getting into it takes a bit more effort than I like (too much gold and special grey wood) and end game power level is insane
>Apotheosis
I don't know why this counts as a magic mod, everytime I see it it's just a melee power scaling mod with boss spawning special vanilla mobs
>Occultism
Surprise it's actually an automation and base mod with extra steps, it at least "feels" magicky but more for the homebody mage rather than adventuring mage
>Iron Spells
Surprisingly I know next to nothing about this one but seems to lean towards adventuring
>Forbidden and Arcanus
I have 0 idea what this does, it has ponders, guessing closer to homebody mage
>Mahou Tsukai
This seems insane, would like to know how balanced the progression is
>RPG Series
Grouping all the mods together here, a bit linear but honestly something low powered and simple isn't too bad depending on pack goals
>Mallum & Eidolon
Going to loop these two together, very detailed homebody mage type mods
>Vampirism
Fun mod, some of the models/items are a bit goofy
>Hexerei
Very immersive progress, very low power also, focused on a specific kind of swamp witch feel
>>
>>563574032
https://modrinth.com/mod/psi is the best one
>>
File: Screenshot 2026-04-08 190826.png (1.5 MB)
1.5 MB PNG
>>563571973
>learn to write data packs that change your world noise (you can even change the liquid don't pick lava though it's hard coded to fill air pockets up to sea level)
>use biome replacer to change out/disable biome generation as you like
>>
>>563574032
>Iron Spells
it's like electroblob's wizardy but better in most regards, many addons too but the best one (TO addons or something like that) isn't for .21 yet I think, best played with the big and bloaty adventuring mods (Alex's's, TeamAbnormals's, Ender's Cataclysm, etc)
>Mahou Tsukai
>balanced
lol
>>
>>563574032
Hex Casting is fantastic if you like being an autistic mage drawing magic symbols. It's one of the better balanced mods out there, but genuinely requires a certain level of autism. If you like math/programming it'll be right up your alley. It's all about making custom spells with simple pieces. Kind of like Psi.
>>
>>
>>
>>
>>
>>563575352
My issue is that you being able to craft a spell at any moment kind of makes any situation trivial. One of the addons has a different book where you can add spell parchments. So what I did was that the regular spellbook was something I could only use at home. Basically I made it so I couldn't craft spells outside my base. That helped a little bit and felt kind of cool.
>>
>>563574032
>Ars Noveau
The Draconic dildo of magic mod
>Apotheosis
wrong tag
>Occultism
Witchery at 2%
>Iron Spells
Ebwizadry but with actual mana bar
>Forbidden and Arcanus
Thaumcraft addon ahh mod
>Mahou Tsukai
lol
lmao
>RPG Series
Not a magic mod
>Mallum & Eidolon
Roots with extra flair
>Vampirism
relic from the past, also not a magic mod
>Hexerei
PSI but not made by Vazxxxkill
My recomendation is Scriptor Magicae
>>
>>
>>
>>
>>
>>563576432
Oh shit I'd love that, would save so many waterwheels. Yeah it's OP as hell but who cares. Actually I'd use it with oil into diesel engines as well.
Might be a bug in the Fabric version, thankfully those devs shit out a lot of updates so could get fixed pretty fast maybe.
>>
>>
>>
>>563588763
I'm messing around with colorwheel and euphoria patches, trying to see if I can squeeze out some extra FPS.
I'll update the pastebin somewhere later today. Bridging Mod and Auto-Run seem like welcome additions for this pack.
>>
>>
New pastebin for extra client-only mods to add to PathSerb (my personal recommendation):
https://pastebin.com/2SCrupYs
>>563588763
No need for the patcher addon since complimentary 5.7. They added official support for Colorwheel
>>563590503
Try install Fabric Language Kotlin mod
>>
File: 2026-04-14_11.53.48.png (3.7 MB)
3.7 MB PNG
>>563590606
screenie
>>
>>563590606
>>563590503
Try downgrading Kotlin, 1.13.2+kotlin.2.1.20 works fine alongside Inventory Profiles
>>
>>
>>563574032
What about Psi? It's tech-stylized but at its core it's a magic mod
What about Eidolon? Older versions were kinda shitty and unfinished but apparently there's some sort of a remake for latest nuversions that's allegedly a massive improvement (dropping the whole chanting crap and all) but I have yet to try it myself
>>
File: 1704293629434181.png (15.3 KB)
15.3 KB PNG
2026 and despicable nujank niggers are STILL adding shit that modders can do better, instead of tackling fundamental engine issues like lack of coloured lights, lack of a proper weather system, limited world height, outdated inventory system, obsolete crafting system and so on
God please drop a meteor on their HQ or something and deliver our world of their existence
>>
>>
>>
>>563593387
https://www.curseforge.com/minecraft/mc-mods/create-fuel-motor
>>
File: 3_without_shaders_snow.png (3.7 MB)
3.7 MB PNG
>>563595196
>coloured lights, weather system, unlimited world height, better inventory system, better crafting system
GTNH is getting all of those thobeit
>>
>>
>>
>>
>>563557434
>>563557550
yes but which one is the most transphobic
>>
>>563596343
Actually wait, mmcg is saved >>563596186
>>
>>
>create: connected's kinetic batteries don't charge or discharge properly when placed on valkyrien skies ships, charged batteries are free rotation while empty batteries can't be filled at all
Well that's shitty. Might just drop Valkyrien then, it wasn't very practical or integral to the pack anyhow, but god is it cool.
>>
>>
File: 1672258638741330 .jpg (3.8 KB)
3.8 KB JPG
>load game
>look at base
>GARBAGE EVERYWHERE
>try to lay out new base
>place 1 footprint
>looks like shit
>ragequit
my brain is fucking cooked, god damn it
>>
>>
>>
>>
>>563605892
>>563606237
GET OUT OF ME HEAD
>>
>>
File: 1753064879828575.gif (2.4 MB)
2.4 MB GIF
>>563605892
>build a big exterior rectangle and tell myself I'll detail and vary it over time as I add rooms
>just dig into the ground and hollow out rooms so I don't have to build
>>
>>
>>
>>
>>
>>
>>
File: 2026-04-13_11.13.05.png (746.3 KB)
746.3 KB PNG
>>563605892
Gutting and then redoing your whole factory feels like shit, but you'll never regret doing it.
I revamp things in chunks. A few months ago, I redid the placement of all my machinery, then I set up a logistics network (very poorly).
Last weekend, I improved the logistics network, replaced all power cables in the factory with resonant fluxducts, and I gutted my power generation/ storage area, removed useless generators, and made bigger batteries of the actually useful generators.
It's tuesday and I'm still erect thinking about how much more efficient everything is.
>>
>>
File: 2026-04-14_19.53.35.png (493.4 KB)
493.4 KB PNG
>>563627409
I'm gonna guess that the issue is that you failed to make a cool bank of rftools monitors that allowed you to remotely toggle individual batteries of generators. Because that's pretty consistently my favorite part about renovating.
>>
>>563628795
Nah I made(well started making) a pretty damn cool new futuristic city but not being able to see my good ol megafactory I spent so much time building anymore was quite sad, that's why starting over and making another base somewhere else will always be king
>>
>>
File: 1775292539960871.jpg (79.8 KB)
79.8 KB JPG
>mod requires Blueprint
>>
>>
File: 2026-04-14_20.04.43.png (3 MB)
3 MB PNG
>>563629331
Fair enough. I built my city around my megafactory so I can enjoy both simultaneously, but I also spent my first like 10-15 paychecks on a beefy computer as soon as I got a job (living with my parents and subsisting almost entirely off of cheetos hot fries and tap water made that a lot easier to pull off) so lag isn't an issue for me.
>>
>>563626991
i've quit basically everything i've ever had to refactor
i don't know why, as soon as i finish moving to a new location, i just decide that i'm about done. doesn't matter if it is minecraft, satisfactory, rimworld, or what, as soon as i move into the new locale, i quit
my current factorio playthrough, i decided i wouldn't tear down anything and instead just sprawl endlessly, and it's been a lot of fun, definitely my longest playthrough so far
>>
>>
>>
>>
>>
>>
File: %MD5.png (1.6 MB)
1.6 MB PNG
>>563628978
>>563629331
I actually managed to find a backup when the factory wasn't fully nuked yet and wow this place sucked far more than I remember, iirc I was like 14 and playing on my grandma's computer so I was at like 4 render distance all the time
>>
File: %MD5.png (884.9 KB)
884.9 KB PNG
>>563640073
Everything had been ripped out already at this point, this where I used to spend most of my time autocrafting things
>>
File: %MD5.png (215.5 KB)
215.5 KB PNG
>>563640254
Those duskbound lanterns left behind in the ruins are the ones you can see here in this old screenshot, to this day this might've been the most digital storage I've ever had, at the other side I had another wall completely full too, for some reason I hated drawers back then
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>563642747
Do not conflate iconic with mandatory. CCTV perspective and tank controls are iconic for the RE seriesalthough I always associate it with Dino Crisis firstbut not mandatory for the formula to work, remakes are just as enjoyable with modern camera and controls.
On the other hand, total darkness is mandatory for grindtech new discord roles because it makes the game more of an obnoxious unenjoyable slog to wade through, which is the main intent of the pack
>>
>>563640596
>hated drawers
It's a good attitude to have. Because external storages can be altered outside of AE, the storage bus has to constantly poll it for changes, which means iterating over every available index in the inventory. As the inventory grows, the performance gets worse. The obvious way to see this is with Colossal Chests, but large drawer networks a common cause too.
Better for performance to keep things digital.
>>
Should greg voltage tiers be renamed?
>low, medium and high voltage are just early game
>"extreme" and "insane" voltage are just random stepping stone tiers
Even in a small gregpack like nomifactory it makes no sense, let alone GTNH where "ludicrous voltage" is still just early midgame and "ultimate voltage" is far from ultimate
>>
>>
File: 1760452330056532.gif (409.9 KB)
409.9 KB GIF
>serb starts
>5+ players daily
>build gommie starter lawn base with fellow shitters
>expand underground
>start building the real base™ complete with aesthetics™
>fellow gommie shitters suddenly cease to be leaving behind several unfinished projects
>then the unshitters die off one by one
>mfw I'm playing singleplayer with (out) chat
>again
>>
>>
TJF, when you have time, these lines can be added to a script to fix the ethanol recipe conflict. This removes the Create Diesel Generators "fermentable" tag from rice panicles, pumpkin slices, and tomatos, making it impossible to use the bugged, 0 output recipe.
<tag:items:createdieselgenerators:fd_fermentable>.remove(<item:farmers delight:tomato>);
<tag:items:createdieselgenerators:fd_fermentable>.remove(<item:farmers delight:pumpkin_slice>);
<tag:items:createdieselgenerators:fd_fermentable>.remove(<item:farmers delight:rice_panicle>);
>>
>>
>working on quests
>notice that iron wires from Create: Power Grid can be melted down in Metallurgy
>huh that must be a holdover from compatibility with dreams and desires
>power grid wire conversion ratio means that each sheet produces an additional ingot if converted to wires first during a metal conversion
aaaaaaAAAAAAAAAAA
>>
Hi! Modded nufag here, are there mods for building logic and stuff? Like redstone but without football fields of wires and manually crafted logic gates. Something like "Macrochip" for Starbound - a singular thingy that can contain alot of logic gates and components and stuff. I'm aware of computercraft already, where you can straight up write software to do all that, but I just would like to know if there's something like Macrochip... All version suggestions welcome
>>
>>
File: Screenshot 2026-04-15 102315.png (1.4 MB)
1.4 MB PNG
>>563665306
>can't remember if you need a diamond pick to break the AE2 meteor stuff
>go to nearest location, it is under de water
>has spawned next to some nightmare barnacle things and whatever the fuck this monster is
you know now that i think about it i can force these to spawn in the water and have that be the ocean part haha what fun
>>563666720
Yeah Create: Power Grid lets you make custom circuits that take in redstone parts and holy fuck is it complex, pretty sure there's a mod that also shrinks redstone pieces so you can make "circuit boards"
>>
>>563665810
>macrochip
This might be pretty close, don't know if there's an equivalent on forge/neoforge.
https://modrinth.com/mod/integrated-circuit
>>
File: Screenshot 2026-04-15 104952.png (427.6 KB)
427.6 KB PNG
that's one hot pig
>>
File: waila.png (36.1 KB)
36.1 KB PNG
>>563668135
>>
File: Screenshot 2026-04-15 110108.png (669.1 KB)
669.1 KB PNG
>>563668329
so i've had this idea that this pack's late game is going to be going into the ocean to get "something" as part of the late mid game, after being by noticing an AE2 meteorite spawning in a deep ocean surrounded by ocean monsters I wanted to check if I could use Cold Sweat to modify the temperatures of entities since Immersive Machinery adds this thing called a copperfin which is a little submarine, however has 2 issues
A) no insulation
B) you're visible to monsters
So modifying the config (pictured here with 2 monsters going at it) I've made the submarine viable to use without freezing to death, still need to tweak values but this opens new paths, still need to figure out the "monsters attack you while you're in the sub"
One of my mates brought up structure mods, while I didn't particularly want this to be an exploration kind of pack maybe i can look at some kind of sunken ocean type structures that might be fun
>>
>pack is mostly create
>have played with Create: Applied Kinetics before
>Not a huge fan since it just makes crafting processors more tedious (either setup an assembly line or manually process each one)
>See Applied Create
hmmm not sure if I want to fuck around with this one hmmm
>>
>>
>>
>>
>Create diesel engines
>regular and modular design
>both accept same fuels
>both take the same upgrades
>modular always produces more SU
>modular engine crafting recipe is 2 brass plates, an andesite alloy, and a polished blackstone slab + regular engine, not even a funky create requirement (like yes technically a polished black slab might take a minute to get and is a pain if you're doing it en masse but literally andesite alloy automation is part of every midgame factory
>>
>>
>>
>>
>>
>>563681572
i think i figured out the difference, the burners use 50% more fuel when running at full blast (which does matter in some cases, such as here where gasoline is being used for the purposes of power)
the modular engine however instead uses x5 the fuel of the regular engine i'm not going to even try to calculate if it's worth it i assume the designer did the math for it and the huge engine
>>
>>563682721
the pack i'm designing intentionally makes blaze burners harder to get, it's actually pretty fun having to manage fuel lines and management over setting up a charcoal farm and blitzing to a mechanical arm
>>
>>
>>
>>
>>
>>
>>563685342
I mean like literal burn heat, biodiesel doesn't burn hot enough, you can't use it to do mixing recipes
the mod is not very clear but the more i'm looking at the it's clear that each fuel serves a specific purpose
>>
File: file.png (344.5 KB)
344.5 KB PNG
how it feels cheating in a hunger axe and mv prospector 1 and enabeling keepInventoy second into a gtnh savegod fucking damn did they throw a big bowl of dust on the servers today, site is chugging
>>
File: Screenshot 2026-04-15 183627.png (1.6 MB)
1.6 MB PNG
anyways here's the brass section, i like designing around implied mechanics but like, also need to explain how the lesser used mods work
now to make a whole fucking section for electricity
>>
>>563684226
no idea but I once connected 2 modpacks together using enderchests by making the data files a symlink so I could produce resources in the smaller toymy and send them to the bigger non-toymy one, sadly that mod implements some sort of lock so I had to close the producer modpack before opening the consumer one for items to move from one to the other
>>
>>
>>
>>
File: Screenshot 2026-04-15 183950.png (189.2 KB)
189.2 KB PNG
>>563688173
it literally does not
>>
>>
>>
>>
>>
>>
>>
>>
>Installed Stoneblock 4
>See quest nodes for Sophisticated Storage
>Never actually used it since Create, Mekanism, and Tom's Storage have done the job for me in the past, and anything else goes in backpacks
>Decide to build a Sophisticated Storage system
>Get 8 gold-tier double chests and a storage link
>Can't craft I/O blocks
>Look up issue on github. APPARENTLY they were removed on purpose because Sophisticated Storage is too powerful when they give you I/O blocks, but they never communicate that to you for reasons
What the fuck is wrong with them? They have no problem either shoving this type of shit into Echo shops or gating them behind their gay-ass World Engine, but they decided that THIS was the one that needs to go? Like hell yeah it's strong... but they also give you hyper-dense QIO drives in the Echo shops and made no changes to the QIO system outside of the portable dashboard.
Needless to say; I'm playing singleplayer, so I just cheated one in. Yes I'm mad.
>>
>>
>>
>>
File: file.png (387.8 KB)
387.8 KB PNG
Did those retards at curseforge break version selection on the legacy page?
Going to Files > View All gives me the full list of every download for every version. The only option in the dropdown box is 'All Versions'.
Fucking newfags couldn't just fucking leave legacy alone.
>>
>>
>>
>>
>>
>>
>>563720752
Sophisticated is just upgraded chests, barrels and shulkers. Also drawers. Doesn't provide an interface nor auto crafting
Tom is poor man's vanilla-like AE2 that doesn't need power. Comfy in vanilla+ packs
RS is the AE2 wannabe that lags servers to death. Also easy mode because you don't need to juggle channels unlike AE2
>>
>>
>>
>>563722846
RS being in the pack, especially when you have the option via the quest book to disable channels (or increase the default channel multiplier), is just so crazy.
I guess they have a significant playerbase who literally refuse to play with AE2 and need RS, but it feels sloppy.
>>
>>
>>563720752
Sophisticated and Tom's are generally far more lightweight but also far more limited. Both of them just work on the basis of slapping down chests and linking them together, where Tom's Storage also gives you a portable interface that you can use if you get a beacon (a big beacon makes it interdimensional). One of the nice things I learned about Tom's in another modpack is that it works with Sophisticated Backpacks' Inception upgrade, so you can set up a backpack with a bunch of backpacks in it and it'll just work. Whether that's by design or happenstance, I do not know.
>>
>>
>>563725956
Also, Sophisticated Chests have upgrades similar to Sophisticated Backpacks, as well as a few specific to chests like the Hopper upgrade.
>Stack size upgrades
>Crafting interface
>Smelting/Cooking/Blasting interfaces, with automatic variants
>Pickup/Magnet/Hopper
>Auto-feeder/Auto-Potion
>Voiding/Compacting
>Jukebox
Sophisticated Storage and Backpacks are also the only two mods I know of that come with a simple jukebox with autoplay, repeating, and shuffling. Make of that what you will.
>>
>>
File: wallhaven-dgd3xj.jpg (1.1 MB)
1.1 MB JPG
E2E-like recommendations but for 1.18+ ?
>>
>>
>>
>>
>>
>>563727089
the ATM packs are the only thing like it, but they're not as good.
There's project infinity, but it's very scuffed right now.
The best packs are still 1.12 and below, if only because of how long they've been around and how not in flux they are. I've looked and been disappointed.
>>
>>
>>563670189
>subnautica but minecraft
Thing is exploration in a procedurally generated world kinda sucks. If I were an ideas guy in a complete vacuum, I'd say that a good solution would be to add some kind of resource that needs to be worked on specifically underwater or deep under the ocean, forcing you to build underwater bases and factories for the stuff. The thing is I don't know how to actually make this work.
Maybe some structure that's like the sunken remains of an advanced civilisation, that you can hook into to obtain power/energy/mana/whatever, and said power cannot be conveniently transported long distance so you're forced to cluster your machines around the underwater structures. Or maybe it's a resource and you have to refine it on-site and package it for transportation and then you can move it to the surface.
Add cubic chunks and make a very deep ocean for the true subnautica experience with more advanced/valuable sources of mcguffin juice located deeper underwater or in caves and stuff.
But all of that would probably take a shitton of work to implement because there's probably no ready-made mods that can be used for this easily.
>>
I wish there was a pack that was just "proper" GT5, just a nice polished greg and tech experience.
GTNH is absolutely not this because food diversity management is not greg nor tech, retarded mobs are not greg nor tech, tinker's construct is not greg nor tech, manually mining dozens of veins while early game circuits cost 2 stacks of metal does not contribute to greg or tech, and shit like fucking thaumcraft or botania are absolutely not greg nor tech.
Nomi (and presumably Omni and Moni) is nice but it goes too far in the other direction, even on hard mode. AE2, the most overpowered mod, with channels disabled by default (I think you can enable them at least). EnderIO's conduits available super early so you can practically ignore gregtech pipes almost entirely. Snad for powergen early game so you can mostly skip greg steam power.
I guess I can enable channels on AE2 and just play nomi.
>>
>>563720563
Not him but questbooks are useful for two things: firstly, giving checkpoints to progression, so the player doesn't have to reverse-engineer the entire tech tree backwards from the end goal by just staring at NEI for three hours before even being able to start playing; and secondly, highlighting useful tools, gadgets and other things that you can build, but which might get lost in the 1488 pages of random items in the NEI and so which the user might never discover if they don't know about them prior or don't make a habit of reading recipe lists like a novel.
That anon's questline >>563686779 could maybe be trimmed a bit to remove some things that are just intermediates and obvious from NEI, but a lot of them look like gadgets that are worth highlighting or basic progression blocks that are useful for guidance. (I haven't played Create but I'm just going off of how the sprites look.)
>>
>>
>>563727957
>>563728094
Sad but somewhat expected. Thanks anyway, guess I'll have to get acquainted with ATM stuff at last
>>
>>563729212
Yeah I'm not planning for a whole subnautica experience, I did a pack that was 100% ocean and found it lacking, minecraft's durability system means you're one bad encounter from being fucked out of having something like a diving suit, what I'm going for in the pack is something more like frostpunk/factorio with a subnautica section if you want to do AE2 stuff
I'm considering making custom structures since I find a lot of the mods that add specifically underwater ones to be lacking, and there's a few things down there that are worth finding from the mods available.
>>
>>563729761
If you know exactly what you want and how you want it then why haven't you just made that pack yourself already? I'm a straight white man so I have no experience with anything greg-tainted but from what I understood from your post you want basically vanilla unmodified greg, literally just install it manually and play then?
>>
>make cool mod that provides brand new storage paradigm and revolutionises modded minecraft
>it just works
>it becomes a staple in every even slightly techy modpack overnight
>couple of years later make version 2
>make cables limited so connecting machines is a minigame now
>everything's a microblock for some reason
>random massive worldgen features because that makes sense for a storage mod
>you have to go on a scavenger quest to even be able to start using it
>half a dozen special snowflak donut steel in-world crafting mechanics which are relevant for 5 minutes early game before every modpack provides you with a machine to automate them normally
>refuse to elaborate
>never make another version
what the fuck did the applied energistics guy mean by this
>>
>>
>>563730831
>why haven't you just made that pack yourself already
Because I want to play a game not spend 300 hours hand-picking mods and editing configs
>vanilla unmodified greg
Because GT5 is unfinished and has no proper endgame content. One thing modpacks typically add is proper cool stuff to build in the later tiers to basically close out the tech progression and have a coherent experience with a beginning and an end. Also SOME mod integration is not a bad thing, GT5 is not an everything-mod, there's still things that can be improved with other mods.
>>
>>563730358
Fair point but
>firstly, giving checkpoints to progression, so the player doesn't have to reverse-engineer the entire tech tree backwards from the end goal by just staring at NEI for three hours before even being able to start playing
Sevtech proved this can be easily achieved via v*nilla advancements
>highlighting useful tools, gadgets and other things that you can build
This too cannot be put into its own tab in advancements
I'm not against questbooks per se but I believe that if you won't be using all of their functionality (like rewards, repeatable quests, background images, lore etc etc) and advancements can do everything you need out of a questbook then you should trim the fat and just use advancements instead
>>
>>563720563
>>563730358
Yeah while I'm not designing an expert pack I do want there to be some indication of how to get from point A to point B and put in a couple of freebies, like getting a crushing wheel is obvious but like it's optimal to setup a foundry after you do crushing wheels, the last one in that quest chain giving you the smelting molds cause honestly it's a weird detour to get a bunch of coal and exactly 4 clay for 4 items that will never break, or like with the precision mechanism that's another freebie quest that gives you a second one for making the first one.
I'm considering adding these blueprint shards from scorched guns as intermediate rewards and am 50/50 on doing an exchange or Gacha setup for guns with them, the blueprints are not easy to renew and likewise guns end up taking a lot of resources to craft
>>
>>
>>
>>563731263
>vanilla achievements
opening a questbook is more intuitive than pausing the game and going to advancements
as I mentioned in >>563731461 I am planning to add meaningful (or at least fun) rewards, I do not enjoy either when a questbook is "jerk off for 40 minutes in front of a macerator" but at the same time some mods need as much explanation as they can get, like Create: Power Grid is legit electrical engineering I can't just put an abstract "make an electrical engine" and let the ponder do all the work
Unlikely I'm going to add BG images this is uh, my hobby and I have a full time job, I'd like to add lore but since this is mostly tech mods kind of hard to put in my goofy story while explaining what a pump jack needs
repeatable quests can probably just do kill quests ezpz
>>
>>563731789
https://www.curseforge.com/minecraft/mc-mods/create-metallurgy
if all you need is liquid metal that can be reformed yeah this does that, has a bit of alloying, also has the little metal pots from things like that one scene in attack of the clones
>>
>>563731263
I don't necessarily agree because sometimes useful tools or gadgets don't make their purpose obvious just from the JEI or any tooltips (or lack thereof). Like say a player has never played EnderIO and there's a tickbox for a staff of travelling. I don't remember if the tooltips are comprehensive enough in-game, but if not, the player would have to look it up on a wiki, whereas a questbook can literally just write a few likes such as
>if you build this, it lets you teleport forward with a right click
>also works with enderio travel anchors :)
>you can also skip it if you have a Travel upgrade in an enderio sword
Suddenly now the player knows everything about it and can decide whether they want one or not.
I know for a fact plenty of mods just don't have good tooltips.
I also have no idea how to even look at "advancements", I remember getting achievements but that was decades ago. I know I can always press ` and see my questbook.
>>
>>563730903
the only really anoying things are the crystals and the meteors
I like the new mechanics for the crystals in the modern ae2 versions, the presses are kinda gay though
By limited cables I assume you meant channels, and they're present to force you to not make an abomination of a network. By pushing you into subnetting and setting up separate networks, you're forced to create systems that are inherently more tps efficient.
>>
>>563733970
>they're present to force you to not make an abomination of a network. By pushing you into subnetting and setting up separate networks, you're forced to create systems that are inherently more tps efficient.
Is that actually true? I thought AE(2) works with just a big list of items, and having lots of smaller lists wouldn't be necessarily more efficient. Maybe you're right and I just never built big enough for this to matter and so never noticed.
>>
>>563734182
All IO actions in AE2 cause the entire network to update. When you hook up, say, a mob farm to your main network, every time an item is routed into the system, the entire network has to get checked for energy costs and routing. However, if you create a smaller network, that just handles the mob farm, only that small network has to update. You can expose its items to your main net via a storage bus+interface, which means your main net is just polling what the "subnet" is exposing, which is much cheaper tps-wise
>>
File: Screenshot 2026-04-16 104858.png (56.9 KB)
56.9 KB PNG
Speaking of repeatable rewards, I think I need to organize gun rewards by type of gun, technically the issue is then getting the ammo but the designer made each tier relatively balanced with some tiers having a balls to the wall very strong gun/gun that uses special ammo making it stand out, like the laser musket is way better than the regular musket but most of the guns in this tier are within a reasonable range for their crafting to value output
>>
>>563741143
I would've thought routing items would have a linear cost in the total number of possible endpoints they could go to, but perhaps not. I suppose it would skip the storage target calculations in the main network at least, if there's nothing re-exporting the item immediately.
>>
>>
>>
>>563743249
https://www.curseforge.com/minecraft/modpacks/deceasedcraft
generally hear this one is the best
if you want radiation/mutants that one doesn't exist yet, the tools exist but ye issues of slowburn questing don't fit well with minecraft
>>
see i like scorched guns because the dev tried to make something other than 1 to 1 copies of real world guns but at the same time there's more than 30 types of fucking ammo it's so hard to organize shit with this mod
>>
>>563729761
moni removed eio conduits
hard mode disables some non-greg power gen (i think lapidaries, since no HNN?)
expert mode forces greg power and ae2 channels. idk if it still has snad
it does have laserio i guess but i haven't fucked with it
>>
>>563749183
Hm, sounds like Moni is better balanced than Nomi. Nomi hard mode does disable lapidaries so you do use some greg power, but Moni having channels by default and no conduits sounds like an improvement.
Too bad it's stuck on a nuversion
>>
>>
>>
>>563748391
It's weird how the mobs and guns are so awesome in scorched and then the structures are complete wank. Babby's first castle and pillager outpost, almost completely pointless. I suppose you do need to hunt them out to collect all the raid flares maybe.
If you were to cut down scorched how would you do it - remove like half of the gun tiers entirely, OR remove half the guns from each tier so that the different enemy factions each have very different weapon sets.
>>
File: Screenshot 2026-04-16 124517.png (749.3 KB)
749.3 KB PNG
>>563750886
The mod comes with its own suite of enemies/raids and gives pillagers guns, considering adding the unironic alien mod, but have clanging howl
I've also tweaked healing so that food saturation regen is much slower and you need to use bandages + am currently working on a gacha ticket system so you can get guns/ammo without needing to read every crafting recipes
>>563751315
Yeah like on one hand wish there was half as many guns but at least 75% of them are unique so it's not to bad
>>563752054
Yeah remove half the fucking guns, in the same tier there's Saketini and Saketini Ironport, which the later is the first with a magazine and some minor tweaks, brother we don't need both of these. I wont blame the dev for weak structures, firearm gameplay is just as much the enemies you have to combat with
>>
>>563746346
Zombies aren't a necessity but they obviously go well with the theme, I was more thinking of a desolate land with human remains scattered around and focused a little more on scavenging your tech and supplies rather than making all of it, which no packs really do well. Blightfall kind of fits the bill but not quite.
>>563746415
I felt like deceasedcraft focused a little too much on the zombies, but I also haven't played it for a couple years or so.
>>
>>
File: Schermafdruk van 2026-04-16 20-10-52.png (614.5 KB)
614.5 KB PNG
>>563406910
>https://filebin.net/b1v7scvsnnvyg0wj
If you missed it there is a new version of the pathserb resource pack. Which is newer than the one included in the serb welcome message. TJF did some retexturing in particular of the cabinets, which the fluorescent birch literally hurt my eyes so a very welcome improvement.
I'm expecting we'll get more frequent smaller updates now that the big v6 wait is over.
>>
>>563754554
You can copy Cataclysm Dark day and have the player scavenge broken electronic and scrap metal in building and convert them into usable part, but it also depend on your available tool as well. For example: if you find a broken computer but all you have is a hammer then you can only convert it into scrap plastic and a bit of metal, but if you got like a screwdriver you can also get circuit board and wiring as well
>>
>>
>>
>>563753160
originally i was going to try and apply rarity by science but honestly i think i'm just going to give them values by vibe there's too fucking many of them and they have too many stats
question is should i include smgs and burst rifles in the same pool, or what to do with one off special guns
>>
File: IMG_4833.jpg (154.4 KB)
154.4 KB JPG
Are there any structure mods or datapacks that add a bunch of stone ruins without loot? Keeps and churches, falling to pieces, maybe stone foundations of a long gone village, toppled obelisks. Remnants of a water-mill by the river side, stairs descending into a lake. Ideally you’d be able to adjust their block palettes and spawning rules in a config file, to be cobblestone or stone bricks in the overworld, or maybe netherbrick or blackstone in the nether, or even just a modded stone type. With cracked and chiseled blocks mixed in too.
All I found was a stonehenge datapack, which is ok. If nothing like this exists, what would it take to make it? I’d personally just go the lazy route and make a data-pack, using find+replace scripts to change materials.
>>
File: 2026-04-16_16.48.37.png (1.3 MB)
1.3 MB PNG
Ok, not sure if it is just me, but Andesite Alloy Train Hulls are just not craftable. JEI says they are, so I dunno. I can use them in SP, just not on the serb
>>
File: 2026-04-16_16.55.44.png (2.2 MB)
2.2 MB PNG
>>563776460
>>
File: 2026-04-16_17.01.16.png (1.1 MB)
1.1 MB PNG
>>563776767
Now that I'm looking, I think a handful if not all of these Train Hull recipes are just broken. They're actually very cool for building. TJF HELP PLEASE
>>
File: IMG_4834.jpg (438.5 KB)
438.5 KB JPG
>>563770595
Mmmm, just want to see aged stonework peeking through the clouds.
>>
>>
File: 1761303436553312.png (52.6 KB)
52.6 KB PNG
>they're already working on ATM11
dios mio
>>
>>
>>
>>