Modded Minecraft

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The Blocky, Modded Side of Lemmy

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Playing Monifactory (Gregtech Modern for 1.20.1) and I couldn't help but notice how much bigger the veins are here. They are now so much thicker and the "in-between" ores now display a vertical pattern. In 1.12.2 CEu I remember the veins are usually only like 7 blocks thick (or I am having memory issues). I wonder if this is modpack settings or this is default GTM settings.

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I Repaired my first ever Laptop with which I used to play 1.7.10 on back in the day. While that version still runs at a buttery smooth 60 fps, trying the newest version barely manages 15 fps, if even that.

Since the days of Optifine, I've heard that there has been a bit of a Performance mod war going on, but since im out of the loop, I've wanted to ask whats the best performance mod for the job?

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He also said this on the other website, but we'll see if he actually follows through with third party launchers:

opinionI don't forgive them for locking their modpacks behind overwolf bloatware for 4 years, but I am glad that they are reopening them at least

though it feels like it'll be a matter of time before the enshittification starts again, they are a corporation after all

it kinda feels like what is going on with TF2 right now with the bots being gone but wondering how long it will last

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I'm always fascinated with the idea of a forever world, but I got always bored out with the vanilla options. Since my friend introcued me to Create, I have instantly became obsessed with a forever modded minecraft world.

If it's sorta possible, what type of mods should I avoid to include in a forever Create and Ad Astra modpack, aside from possibly inactive mods? Is Biomes O Plenty a no-go as an example since it's a world gen mod?

EDIT: By long-term I mean playing a world through release updates.

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 
 

this took me a total of 30 seconds to find the ingredients to make (nutmeg from a tree, 3 andesite, and a stick)

5/7 of the recipes using ground nutmeg give less saturation AND less hunger shanks also

this one is just funny

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The server I play on doesn't have much logistics options (apart from intergrated dynamics and refined storage), so many people are relying on massive setups with Pipez. I've heard many people complain about the bad performance of Pipez, but I was unable to verify. Does anyone encounter TPS issues when using Pipez?

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cross-posted from: https://lemmy.dbzer0.com/post/23993923

Post title says it all.

I already looked on Modrinth and other platforms, but was unable to find what I was looking for. They all seem to remove/disable the new soundtrack, but I'd prefer to have a different approach of just "balancing" the old soundtrack back into the mix by making the C418 tracks more frequent.

Ideally, it would also retain the weighted functionality that adjust the music to the situation/biome you are in.
Another bonus point would be incorporating the tracks of the C418 MC albums which were not included even in the old soundtrack

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1.7.10 is 10 years old! (howoldisminecraft1710.today)
submitted 4 months ago by 416d6f6e to c/[email protected]
 
 

I can't believe 1710 is already 10 years old. I can't believe 2014 is 10 years ago. I can't believe I've been playing Minecraft for 10 years now (I joined around the 1.7.X era). I can't believe I entered primary school 10 years ago.

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finaly set up an ae2 sytem in nomifactory ceu. you can create it in early in game but 4k cells and me drive are gated behind mv tech. ae2 system has 10 4k cells and types of 3 of them full currently this hopefully make it easier to move to void world.

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Abandoned bases... (lemmy.world)
submitted 7 months ago by 416d6f6e to c/[email protected]
 
 

... or not, it's really hard to tell on servers that sees relativelly little action.

(the base in the image above is confirmed to be abandoned, it used to be a farm that supplies vegetables)

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Some locos "escaped" (it was still powered on) from a station because the driver (totally not me) got ran over. I managed to find two of the same locos (not sure where the second came from) several km away from the station , and I managed to return them with~~out~~ incident (trust me totally nothing went wrong)

everything normal...

(don't mind me just some uninsulated IC2 wires)

aaaand the trains ran away again (managed to break the track at the next station, which coincidentally was the station where I'm supposed to return these rainbow locos)

Finally, after an hour of "very smooth progress", I finally accomplished the task of moving 2 locomotives from one place to another! With~~(out)~~ incident, of course

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My problems with Skyfactory 4 (self.moddedminecraft)
submitted 7 months ago* (last edited 7 months ago) by SkipWapPallyPap to c/[email protected]
 
 

I guess this is kind of asking for direction, but also just airing out my grievances.

I have tried multiple times to play skyfactory 4 and have stopped every time. I just started a new skyfactory 3 and am starting to realize why I don’t like skyfactory 4. 4 feels very linear to me. Everything is centered on bonsai trees. Maybe later with huge mega farms mystical agriculture could take over but it’s way too far away and I lose interest far before then. 3 keeps helping you move forward because there are so many things to try even in early game that makes you want to push into new mods.

The second reason I stopped might just be preference, but i feel like 3 is easier to scale making the grind feel shorter. Things like extreme reactors and tinkers construct can start small and then grow with you as your production increases. I also do like that there are some mods that help a ton (some would say broken) that help move things if you know about them e.g. cloches in immersive engineering. I just feel like 4 has been optimized to draw out the grind in one mod at a time.

4 seems great and I want to love it, but I just run out of steam too early. The last time I even let myself move through some grind by using creative to fill in things once I had made a couple of something.

I am open to suggestions and people telling me I am wrong. I would just like to know how everyone addresses my issues.

Thank you all in advance!

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cross-posted from: https://biglemmowski.win/post/698732

I wanted to reminisce a bit and play something that has Forestry (for the bees) and while I am not new to technic modpacks (Tekkit mainly) I don't have that much time to sink into automation now.

I choose E2 because I heard good things about Enigmatica in general so if I wanted Forestry it seemed like a good "latest and somewhat up-to-date" choice.

Though, after breezing thru early game, going straight for dia pickaxe and making CC Turtle then excavate a bit to get a some ores, I found out I have no idea how to make some early-ish game generation and to top it of it looks like there is tons of different mods doing same thing, power generation, grinding, furnaces, pipes - so many different pipes and obviously three or four different energy units where I don't know what works with what.

I guess I am asking if this is normal (or maybe E2 is too old?), also any tips for a "dusted-off" tekkit like experience? Or maybe something more streamlined.
I would love something with forestry as my mid/end game plan is just bees.

Thanks for any tips!

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submitted 8 months ago* (last edited 8 months ago) by muntedcrocodile to c/[email protected]
 
 

Both saves are on mc 1.20.1 and not all the mods line up but im happy to manually fix the things that are broken. And lose things from mods not in my new modpack.

Currently it complains about corrupted save file.

Since a majority of what i actually want to transfer is located within a small area i have considered making a schematic and using world edit to drop it in woukd this work?

I assume most if not all items will be lost in this proccess but im not sure if perhaps i could export/transfer things via ME?

Any help would greatly be appreciated

EDIT: I did it all i had to do was create a new world in the new mc instance then manually copy over world and player files and it just worked.

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I recently had this conversation on Discord (I am the jerma guy):

I looked on the official Create mod's Curseforge page, and the earliest version is for Forge, with the first Fabric version being dated 3 years later.

I wanted to send my earliest minecraft saves (with the mod) here, but I can't find them anywhere, I suspect they've been lost to time.

I am genuinely confused, this is not a joke.

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Hey @modrinth, any chance you guys could apply your Adrinth ads to the Acceptable Ads program? I'd love to add it to my patched exclusion filterlist!

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On time as always, our monthly community post!

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submitted 9 months ago* (last edited 9 months ago) by [email protected] to c/[email protected]
 
 

Started getting a little more into MC recently and decided to continue ReIndev. As someone who didn't play much back in the beta days, I really like the way old minecraft does certain things such as food and no sprinting.

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Took me around 1 day of tinkering, since I had to get it really slim to also fit on roads, but I'm really proud how it turned out!

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Pretty new to Create, but man is it fun to toy around with!

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After putting off getting more chromatic iron thinking I'd find plenty more in the vaults, I finally went mining the other day so that I could get going with create. I was a bit disappointed (but not surprised) to find that minecart assemblers were removed from VH, but I managed to get this thing working after playing with it a bit (hadn't messed with gantries previously).

Before I fill the rest of the farm, are there any other crops that I could farm with this contraption with little to no modification that would be useful? I'm mainly thinking of altar recipes, but other uses would be good too.

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Two lines of zenscript did this. I thought I removed the code that spawned these trees in but forgot that there were two other lines that also needed to be removed or it would default to spawning them in any biome where oak trees spawn. i.e any biome fulfilling certain criteria like forests. And I had disabled BOP (which supplied the leaf blocks) which resulted in tree tweaker defaulting to dirt as the leaf block. And because trees can spawn on dirt, itd stack one tree on top of another on top of another etc. until it ran out of space and time to do so during terrain gen. The result was this fugly tree stack forest a good 20 trees tall

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submitted 10 months ago* (last edited 10 months ago) by TheRedSpade to c/[email protected]
 
 

I'm trying to get a fission reactor up and running, but one of the final chemicals (uranium oxide) won't transfer to the last chemical infuser. It worked long enough to get about 20 buckets of fissile fuel into a chemical tank, but that may just be because I was manually inserting to empty the tank after setting up filters. As seen in the images, the hydrofluoric acid is making its way into the same infuser.

All controllers in the network are full of power as well as all machines connected to it.

Edit: For some reason, moving the uranium oxide to its own channel both locally at the destination and on the routing network got it working despite the destination still having 2 channels routed to FinalChems.

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