Modded Minecraft
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1.7.10 is 10 years old!
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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finally AE2 system (Nomifactory ceu)
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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Catching runaway locomotive(s)
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
outincident (trust me totally nothing went wrong)(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
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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[Enigmatica2] Fed up with multiple mods doing same thing/Modpacks with Forestry Bees?
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! -
Is there anyway i can transfer a world save from fabric to forge?
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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Am I going insane? Wasn't Create originally a Fabric mod?
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!
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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Progress on my ReIndev house
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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I made a Cute Tram in Create!
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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The Small Scale XP Storage and Production Area
Pretty new to Create, but man is it fun to toy around with!
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[Vault Hunters] Create Crop Farm
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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I think something is wrong with the trees
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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[Solved] XNet troubleshooting
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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Stoneblock 3 Resource Generation
I made this album in response to someone in MineTogether asking how to automate washing. I figured there's a chance it could help someone else too.
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[FTB Genesis] Living Magma (required) quest uncompletable
So it turns out, if you rush the nether simulation, and break the magma cube spawner before it can spawn a 'cube, there is no other way to kill a magma cube to progress, and you are softlocked. (Unless you spawn one in with cheats)
Message I got every time I broke a spawner: (last spawner spawned a blaze boss which I killed)
Message I got when I tried to enter the nether portal:
Living Magma quest:
I hated those godawful mosquitoes though.
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Create: Above and Beyond? More like Create: Blood and Bones!
There was also two skeletons and a regular zombie close by.
Sorry for the weird aspect ratio, I play in split-screen.
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The road to Create Aeronautics
YouTube Video
Click to view this content.
Create Aeronautics, along with other mods from the "Create Simulated" family, are addons for Create that push the mod into the realm of physics. This video talks about the state of the mods, what to expect, and some teaser clips and pictures.
There was also a blog post by the creators themselves that contains some of the same information and teasers, if you prefer that format.
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when you spend an hour trying to get something to work and all you needed was one block
I needed a rotational speed controller, if you were wondering
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backup downloads for old versions of Nuclear Control?
Hello, I was experimenting with tekkit 1.2.5 but I have encountered a problem with Nuclear Control, so the wiki told me to download another version. However, the original link on the ic2 fourms is no longer working, so I'm asking if there are any alternative or backup downloads of that mod.
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E2:E, E2:Eu or E2:EE?
I've been wanting to get back into e2e for a while, and new options has appeared since the last time I've played e2e. I heard a lot of good things about enigmatica 2 expert extended such as better balance and more content, but I've also heard a lot of people complaining about it being "unfun" and too tedious and diverges too much from e2e. I've also heard about enigmatica 2 expert unofficial, which is allegedly closer to the "original" e2e but with updated mods, but it doesn't seem very active at the moment, and the original e2e just got a big update (a few months ago lol). I'm not sure which one to choose so I came here to look for opinions on the three packs.
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The state of Mixins on (Neo)Forge
github.com The state of Mixins on (Neo)Forge · Sinytra/Connector · Discussion #383The state of Mixins on (Neo)Forge In this post, I'd like to dive into the current situation regarding Mixins on Forge/NeoForge, which has gone unchanged for quite some time now. I'll go over what M...
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Announcement: This Sub is now open to posts from all users
Not sure why it wasn't before, to be honest, but at some point that setting got changed.
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September 2023: What Packs are You Playing?
On time as always, our monthly "What Are You Playing?" post! Whatcha all doing, fellow blockheads?
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Rotary Skies has been released!
From the creator of Brass and a couple other reasonably successful modpacks comes an entirely new experience: Rotary Skies!
You wake up and look at your floating rock of dirt. It seems so familiar, somehow, but then a massive meteor screams through the sky overhead. Welcome to Rotary Skies!
Rotary Skies is the authorized Rotarycraft-centered Skyblock modpack. The start seems similar enough, but as soon as you get steel, a whole world of engines, gearboxes, grinders, pumps, and centrifuges opens up!
Work through over eighty quests as you go from cobblestone generators to fusion reactors! The quests guide you but don’t hold your hand. They’ll tell you what you need to do next, but not exactly how. In Rotary Skies, the “how” is the fun part!
There is no sieving in this modpack! What are you, some kind of caveman? No, until our liquefaction machines and centrifuges are up and running, we hunt for ores in the nether, like men (or other strong, mighty genders)!
We also keep bees, and by “keep bees” I mean selectively-breed and genetically-modify bees in our quest for the uberbiene: the ultimate bee! We’ve also got trains and stuff, so that’s cool.
Eventually the day will come where we will obtain the elusive and mysterious Crystal, allowing us to escape from our Sky Island and into pocket dimensions of our own creation, full of resources and incredible creatures.
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Patbox's Brewery
This mod caught my eye. It's similar to a plugin that was on a server I used to play on. Nice to see it as a proper mod instead of a plugin. It's pretty configurable and could be a good addition to the right modpack.
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Railcraft is back!
It's an authorized port, and it looks like most of the cart stuff has made it over.
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Modrinth Launcher enters open beta
blog.modrinth.com Launcher, Auth, Threads, Oh My! Modrinth Features, Ready to FlyWe're changing the modded Minecraft landscape with the new Modrinth App, alongside several other major features we've been working on the past few months.
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August 2023: What Packs are You Playing?
New month, new post! Spill it, peeps. What have you been up to?
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FFS, I just lost a lot of items by updating Mystical Block because it removed colossal chests
as per the title, I updated MB to 2.6 via ATLauncher. There was no indication that a mod (if not multiple, I haven't cross-referenced it yet) was removed from it. I don't even seem to have backups (stupid of me, I know. I've just gotten used to automatic backups I suppose) so that I could revert, reload the world to restore my stuff, close, re-upgrade and add colossal chests back in...
Be careful when updating modpacks. I think I'll need to start looking at the change logs from now on.